The only big change that I actively dislike is them adding additional block stun to blue burst. With it covering full screen, to bait burst you basically need to hard call it out to the point of completely dropping your combo if they don't burst. Doing that, and not being able to land a big punish feels bad. I got some other knitpicks for sure, but I do really enjoy the patch
@@nhall129 Gold burst being safe is crazy and I think needs to change, but successfully hard baiting a blue burst and having them block your cS punish is what gives me that visceral feel bad
Well, he’s better overall, but I don’t like that Rin and Nagiha lost all the reward (without meter, I mean). I played this character because I loved fujiin follow-ups, not spin. That’s why I personally am upset. I wish that rekka changes were not universal, because rekka was the reason to play Anji for me.
@@Too2Coldhes not weak but he isnt exactly doing well. Much to the credit of the devs his new special move did something good for him wild assault improves him drastically but now we are in a game with strong positive loops. Wild assaults concept at least red wild assault is so broken on paper that characters that were already strong that received it got more oppressive. Its the rich getting richer while some characters are just now trying to play the game by the benefits of the mechanic...😢
As someone who mostly just watches Strive, this has been the most interested I've been in trying it again since. I really hated that without FRC/25 percent RC the rounds felt very slow and lacking in meter options until very late round. Now there's so much more to to do early round meter wise which reminds me of XX. Johnny getting in is cool too. Glad to watch the vid!
As an AI language model, I cannot determine the behavior or gameplay of individual players. However, in general, Baiken is known as an aggressive and offensive character in the fighting game Guilty Gear, and her moveset is focused on counterattacking and punishing opponents. As such, Baiken players may opt to use her defensive options, such as her guard cancels and reversals, instead of simply blocking. Additionally, some players may choose to take risks and rely on their offense to get the upper hand in a match.
I'm feeling pretty good about I-No so far this season! The divekick nerfs had me pretty nervous, but I'm honestly glad she's no longer Divekick, the Character. Being able to *actually* play neutral and convert off non-CH pokes into either halfways decent combos or blockstrings into strike/throw/high/low mix with WA feels good. Personally, I've been leaning way more on the aggressive side with my Burst since the patch. Using WA to break the wall and keep advantage via HKD feels *infinitely* better than trying to loop wall slump to avoid resetting back to neutral. Mad Love has been pretty interesting to figure out. On block, if the opponent just sits there and holds it then you can get some basic high/low mix off either fall 2K > 2D or airdash j.S. It's pretty fake, though. Having meter on the other hand gives some pretty spicy mix off blocked ML. It slots into I-No's combos nicely, and also gives her back CH 6H(2) combos that she lost after H-Stroke became minus. Weight changes seem to have made some of her corner combos that used HCL a bit less consistent, so I've been sticking with ML a bit more in corner combo structure. Her bad matchups are still pretty painful (Chaos feels even worse now that he can zone better AND mix AND convert off literally anything). Johnny feels rough so far, but I'm not entirely sure yet. He can just hang back and use cards/MF to keep I-No out pretty well from what I can tell. Baiken still feels atrocious but that might just be a me-thing. In general though I'm having much more fun this season than last. She feels way more stable with these changes, and there have been far fewer games where the opponent guesses right on a single backdash out of my pressure and proceeds to just blow me up. Lots more back and forth, which feels way better (imo).
Deflect shield seems fine as a tool with a very specific application. Against projectile setplay, it's like having two bursts, except it's much harder to bait and you get less reward for doing so. In other situations, it's just an easier IBFD but even that still has some value.
Ngl i kinda dropped the game at season 2 but I picked it up last week and its soo goood now. Im really hopeful now for strive hop they keep it up. Also SIN IS PLAYABLE FINALLY LETS GOOOO!
Agreed that the changes on the character level is great. Balance on the otherhand seems to me that it's going to require some tweaking. Nago/HC has some strange changes
Giving Nago even more tools to open people up has really put me off the game. He was already absurd before and that’s after the nerfs. I really hate the gameplay experience of fighting Nago.
For me it's not the dp 50/50 I find the most aggravating about beyblade being a low now, it's trying to back up to create space and getting nuked by a yolo beyblade
This patch feels like a great launch pad into the future for this game. ArcSys took some swings that were more wild than I would have predicted after how they handled Season 2 (stable, but not blow-your-mind levels of exciting). This patch signals to me that ArcSys is definitely committed to this game for some time to come. Specifically for my characters, the Bed feels a lot less frustrating to play than before. Not necessarily making it significantly better, but it's at a place where I am enjoying playing it nearly all of the time now, and I am running in to less situations where I feel like I have no good options. And Kyle still feels like Kyle. Solid and strong.
Well they changed Giovanna's combos again, they're cooler, but also much harder, and we lost 236 hard knockdown and combos of regular DP. I don't like that we can't cancel Chave immediately, it makes it super predictable. An overall nerf i would say. System wise, idk, wild assault seems overtuned, i like the nerfed damage.
That’s exactly what i thought at first too, but all of those aspects were traded off for more rewarding conversions and damage. She’s been provided more setups en214S is cheap and leads to a mix-up combo (no meter), en236K guard crushes, and everything else has huge corner carry. Thing is Chave is easy to react to, but if you’re less predictable it can lead to big rewards. Including her orange Wild Assault, I’ve found to skip neutral and goofily counter hit zoners and she can easily convert full screen into wall break and get positive bonus off of it. I think her regular DP counter combo was almost broken last patch so I’m glad it’s gone (still in the game with Chave though), and she still gets a safe jump off of 214K. The combos aren’t even necessarily harder in my opinion, and they’re very cheap but I think the pros outweighs the cons this patch.
@@aster-samaI feel pretty much the same, but getting a counter hit DP on a jump in and sometimes not being able to pick them up before they land feels bad, and I find myself dropping 214H 623S pretty often especially after 66 2s 2h, it's a tight window. Biggest plus for me, getting thrown by Gio seems terrifying to deal with now. Throw into meaty buffed drill kick feels so cheap, and being able to get cheeky with buffed cross up flippydoo, or you can safe jump, or whatever else you feel like. Side note, empty Chave is probably the best DP bait ever
To further add to you point about deflect being bad Not only is it not good on it's own, but some characters can just do pressure despite it Prime example of this is probably Sin Due to his special follow ups and gazelle step But I've seen Ky's, Gio's, and H.C.'s do it too
Great to hear them early thoughts! I do agree, this season doesn't feel like a giant step in the best direction, but it's a chance of pace which is what we needed most. 🤘🦖
A note on Reflect Shield... it only waste HALF your Burst instead the whole bar... and covers either Low or Overhead mixups (not throws tho) which is increibly good, then depending on the situation lets you punish your enemy. The issue here is that you need a lot of awareness on many strings and interactions to really get the better of it, that is why when you are not prepared or simply the string didn't go how you expected with the distance you "Only went back on neutral" but at least didn't waste your whole Burst bar. Also on the comments about Anji and Pot... I don't know man, I disagree like... 300% with you, there are so many better things for them compared to previous season it is absurd how better they are, not meaning they are TOP5 but they are really better now compared to before.
My biggest complaint about reflect shield is that it's an additional defensive mechanic that seems mostly ineffective against the characters that have always been the hardest and scariest to defend. Seems pretty much nullified by big normals, projectiles, long advancing moves and whiff cancelable attacks. So characters like HC, Nago, Ram, and some other offenders seem to just be able to do their regular gameplan without worrying about it. I'm sure there are spots you can study where it will work on them, but you can just yolo it out against most of the cast and have an effect
What is it that you don’t like about white wild assault? I love it as a mechanic and I think it’s underrated how much it helps the characters who have it. It’s so much easier to get in with Bedman now.
Very interesting to hear your thoughts. I agree with your sentiment that season 3 brought in a lot of necessary changes even though they may be overturned right now. Having more to do at round start I think is a very important change. As a Testament player I have mixed feelings. I feel like the wild assault has dramatically lessened the impact of stain. Pretty much any situation where you would use stain to convert you can now use wild assault. Which now seems to be true for most all other characters as well. What is the raison d'etre for Testament now? It really opens up different ways to play Testament. Their win condition after a wall break is very strong now. I am having a lot of fun finding all the new scenarios I can convert and labbing which combos I want to use. Also when it comes to the gameplan and resource management it is fun to figure out the new ways to play. It feels like there is a lot more opportunities to express yourself as a player. I am having a lot of fun with this patch. My theory is that a highly optimized a Testament player will only poke from long range and always convert into wall breaks and reset to neutral over and over again. Whether you have stain or not is no longer important. I like the idea of a Testament after getting stain and wall break, or after pushing the opponent to the wall, using their tools to go in and play a ram-like stagger pressure game. Which you in theory can do. But this patch is not reinforcing that idea as much as I would like and setting up Testament more towards playing as a traditional zoner. I want Testament to be about more than just poking and creative conversions. Going to stick to Testament and see how their gameplan develops and what ways of playing I find that works for me. But if it ends up being like I suspect I may switch character.
I'm kind of over WA... it was fun for a few weeks, but now it feels a bit too dominant. Blocking for 20 seconds and having RISC near 100% because Sin decided to drop his entire burst gauge and all three resources just doesn't feel fun, and even though I'm technically favored after that, having RISC sitting that high really does add a lot of risk to my reward at that point. Also, orange WA feels too strong; white feels too weak. You're not wrong, I play both Bedman and Jack-O, and I would rather have orange on both characters.
@@spoderbas5550 with 9 frames of vulnerability before it gets invuln frames, it just never works when I want it to e.g round start. That's not too say that it never works, but it is way more hit or miss and the conversions on hit are weak relatively speaking. I mostly just use it as a wall breaker these days.
@@qspec2002white wild assault gives bed better ways to deal with abare and other methods to stuff his error 6e, if it was simply orange he would still be knocked out of it. Bed still has some problems with continuing longer combos due to the nature of his kit and specifically, the malfunction (arm explosion) loops having some spacing requirements. That juicy guard crush on blocking opponents also just lets the error count down with room to spare if you have tension. Orange just has the faster startup, and is negative on block. Do u rlly want that with bed’s still pretty under average frame data lmao
It’s honestly kinda gross to see HC get positive bonus at the end of the round and actively not kill the opponent on purpose so he gets burst back later.
I don't think so, you get burst bar as well by the wall splat and as long as he tries to keep the timing running you get a chance to go for it and force a comback anyway since tension won't be saved to next round.
@@Lanzetsu you don’t get a chance lol. He can check mate you and there is nothing you can do. I’m not talking about wall slumps. I’m talking when he breaks the wall and you have 5% life and he doesn’t kill you so he gets his burst back from positive bonus. The “go for it to make the comeback” doesn’t work because he will just chip kill you. The way burst works now characters with checkmate scenarios can literally don’t kill you so next round they get burst back. Shit is corny.
As a Testament main, the fact that they changed the collision hit box for Grave Reaper on feels bad for Kara236Hs. I expected more for Testament changes but I am disappointed. It's like they are scared of overtuning the character in a game where there is strong characters who can deny their gameplan. (Happy Chaos is the 1st that comes to mind). Season 3 is good. I am having more fun in it than S2 that felt stale after a while.
I don't understand why people consider Ram as good as they do. I haven't seen high tournament results from her (even though I've been hoping, I'm a Ram main), and whenever I look at data from things like Rating Update, she's actually performing badly, or middle of the road at best, statistically. I get that she's extremely oppressive when she can get someone in the corner, and has a fast reversal super (startup tied with Sol and I-No's), but she seems very overrated?
Ram is very consistent in all aspects of the game and more than consistent in a good bit. Her strong corner pressure is obviously a factor but you look at her in any state of the game and shes not really going to struggle so much. In neutral she has very dominant tools and strong conversions. Her pressure in the corner is very strong and she has good damage off it. Her defense isn't anything to write home about but she has a 5 framer she has good kick buttons and she has a reversal. She also has some of the most consistent matchups in the entire game because of all this. The reason she doesn't have a ton of major results is really just because theres not a ton of top ram players. And character strength and use at top level aren't 1 to 1. People will play what they enjoy as long as it works. And ratingupdate just isn't a very good place to pull statistics from lol
@@cullenmcneal1815 With all due respect, at least close to every character in the game has a 5f option (in fact, some have 3f), and Ram's is small and prone to whiffing over people, unlike some who have low and/or multiple 5f options. Within her consistency also lies one of her weaknesses, as she's often extremely predictable (all of her great pressure options are mids), and her best neutral option of farslash, while oppressive, has a universal win button of 6P to beat it out (I know that's harder done than said, but honestly, Ram farslash is predictable). At my level of play, consistently maining Ramlethal since day 1 of Strive's release, I still don't see why anyone would place her higher than high mid tier. I agree that tournament results aren't accurate to all tiers of play at all, but they do show which characters have the potential to perform the best, and I believe a statement like saying there's just no players putting as serious effort into a character as others could be disrespectful to any Ramlethal main trying to win tournaments. Though, unfortunately with the vast amount of hate I see poured to other Ram mains, that could be a possibility. . . To end for now, if Rating Update is actually a bad source of objective data on matches and how characters are competing with each other, can you explain why? Or suggest to me a more objective source for Guilty Gear Strive data. Thank you
I was kind of under the impression that Ram is considered to be kind of a gate keeper character. From a skill perspective her basic play is very strong, so her opponents need to git good or get fucked. In terms of matchups, she has some absolutely crushing match ups that keep a lot of the cast from advancing, but goes even or slightly disadvantaged against all the other top tier characters so that prevents her from top results as she is not heavily represented at top play. Note: everyone is always more aware of the shortcomings of their own character, and they have a disproportionate impact on their perception of that character compared to their strengths.
@@connorsutton8745 It's absolutely true that I have a lot more knowledge on Ram's weaknesses, I've even recently beat a player pretty close to my skill level (my training partner) 14-0 as Faust vs Ram (me as the Faust, no items because his normals are actually hella good??). However, I also feel situations are leading people into believing Ramlethal is better than she is; for example, 1 round of a match could go in Ram's favor, and despite winning 2-1, Ramlethal's very oppressive corner game and high damage could fool someone into discarding their win as an outlier, or thinking their win was closer than it might be, even though they might have effectively stopped Ramlethal from getting her win condition the majority of times. I also make sure to check and play other characters frequently to know tech, frame data, block strings and mix-ups so I don't get opened like a can of tuna, good combo starters so I know when to burst (Ram squishy, lower def than Faust of all people), counterplay to Ram I may be able to counter-counterplay, and situations I can outright bully people in (they don't really exist, but some counterplay is harder to find than others). Actually, yellow roman cancel is really good?? And Ram really has to pick up her swords, so that's a tip vs her, yrc when she has to get close can turn the tides. Anybody with a meterless DP is privileged, btw. I might just be salty, post 1.29 especially. Characters I don't even play perform better for me than my Ramlethal at times, the character I've been labbing, practicing, and putting effort into since the game's release, and it really feels like most other characters have a wealth of options past what Ram can do. Low profiles, overheads, unique specials that don't just combo or do damage, command grabs, a 2d that isn't stubby. . ., a guard crush (plz no, Ram doesn't need that one), etc. Giving Ramlethal more options would change her from what she is, straightforward and focused, and I don't want that, but if a character's going to work off less options, those few have to compete with the many another character could be working with, and that may end up looking like a superior character.
@@griffinfaw5697 Perhaps the way you naturally play fighting games is strong against Ram, and maybr she may not be the best fit for your playstyle? I agree that she's not super OP or broken, but her strengths are STRONG, and her shortcomings are pretty dang hard to exploit. Admittedly the matchup could be a skill issue for most (me at least lol), as I do think a lot of her rep comes from her being an absolute scrub killer. She's very easy to get good with, but perhaps she's hard to be great with? Thanks for the YRC in the corner tip! Being cornered by her is always my biggest struggle in the match up. If you're in the NA region, I'd be super down to get some sets in sometime!
May still feels alright but they should revert her 2h back to the original launch height so that she is a more consistent character and doesn't need resources to combo from midscreen all the time 😮💨
Personally i would say that they maximised Gio's weakness and strengths She had an ok defense and neutral with 623s being able to do a full screen combo on wakeup now it's just a get off me tool, making her defense even worst, it affects neutral too because now characters like may and baiken can jump way more often without the fear of getting blown up for it, That just makes a matchup that was already bad for gio in my opinion even worst because not only can't you save jump, you can't really punish her for just stalling in the air spamming buttons either. Overall I really like the changes and how they are going with her since her advantage now feels good enough to outright ignore her weaknesses, when you get you get in, you get in good, that's the reason i decided to solo main her this season. Now she has a huge problem with chave 214k, that move sucks correct me if I'm wrong, but the move has no utility besides making you mess your inputs trying to do chave 236k for oki, if you want to get back to neutral safely you can just do c.s into 5h and back dash because chave 214k is super reactable and doesn't even beat 6p so normal 214k is actually better than the chave version on top of all that it doesn't even lead to a hard knock down. In summary chave 214k feels like 214k but fancier and harder to execute, i think that it is a guaranteed buff for the next on the other hand 214s feels way too strong compared to rest of her kit, chave 214s is amazing at ending block string it beats most 6ps and leads to a whole combo with good damage,you also use it in like 90% if not all of them, anyways the points is that if arcsys is gonna buff chave 214k, but needs to give her some nerfs to keep her for being too stront 214s is the perfect move to hit.
Only use I've found for Chave 214k is as a meaty at 3/4 screen to automatically put them in the corner. The push back on block is enormous, so either on block or hit you've put em in the corner (combo on counter). Definitely the weakest of the new kit, and I hope someone finds more tech for it, or next patch they at least make it hard knock down.
The only big change that I actively dislike is them adding additional block stun to blue burst. With it covering full screen, to bait burst you basically need to hard call it out to the point of completely dropping your combo if they don't burst. Doing that, and not being able to land a big punish feels bad.
I got some other knitpicks for sure, but I do really enjoy the patch
I actually like it, makes the game less volatile
Now gold burst being safe is wild to me
@@nhall129 Gold burst being safe is crazy and I think needs to change, but successfully hard baiting a blue burst and having them block your cS punish is what gives me that visceral feel bad
You think anji is worse? Consensus from most anji mains is he was buffed a lot...
Anji is good idk why people tryna downplay as if he is low tier. Bruh is annoying as hell especially in celestial
@@Too2Cold he has quite a few knowledge checks, but before this patch once you got past those he was pretty easy to demolish
Well, he’s better overall, but I don’t like that Rin and Nagiha lost all the reward (without meter, I mean). I played this character because I loved fujiin follow-ups, not spin. That’s why I personally am upset. I wish that rekka changes were not universal, because rekka was the reason to play Anji for me.
@@Too2Coldhes not weak but he isnt exactly doing well. Much to the credit of the devs his new special move did something good for him wild assault improves him drastically but now we are in a game with strong positive loops. Wild assaults concept at least red wild assault is so broken on paper that characters that were already strong that received it got more oppressive.
Its the rich getting richer while some characters are just now trying to play the game by the benefits of the mechanic...😢
@@mirror2922 I been sold this game 2 months ago since granblue is coming out next month
As someone who mostly just watches Strive, this has been the most interested I've been in trying it again since. I really hated that without FRC/25 percent RC the rounds felt very slow and lacking in meter options until very late round. Now there's so much more to to do early round meter wise which reminds me of XX. Johnny getting in is cool too. Glad to watch the vid!
I fuckin love you bro you really helped me learn GGST and fighting games as a whole. TYVM keep on chugging!
One thing for sure , with these new mechanics i have been labbing 5 times more than i was doing on S2.
As an AI language model, I cannot determine the behavior or gameplay of individual players. However, in general, Baiken is known as an aggressive and offensive character in the fighting game Guilty Gear, and her moveset is focused on counterattacking and punishing opponents. As such, Baiken players may opt to use her defensive options, such as her guard cancels and reversals, instead of simply blocking. Additionally, some players may choose to take risks and rely on their offense to get the upper hand in a match.
@@asome626 huh?
I'm feeling pretty good about I-No so far this season! The divekick nerfs had me pretty nervous, but I'm honestly glad she's no longer Divekick, the Character. Being able to *actually* play neutral and convert off non-CH pokes into either halfways decent combos or blockstrings into strike/throw/high/low mix with WA feels good. Personally, I've been leaning way more on the aggressive side with my Burst since the patch. Using WA to break the wall and keep advantage via HKD feels *infinitely* better than trying to loop wall slump to avoid resetting back to neutral.
Mad Love has been pretty interesting to figure out. On block, if the opponent just sits there and holds it then you can get some basic high/low mix off either fall 2K > 2D or airdash j.S. It's pretty fake, though. Having meter on the other hand gives some pretty spicy mix off blocked ML. It slots into I-No's combos nicely, and also gives her back CH 6H(2) combos that she lost after H-Stroke became minus. Weight changes seem to have made some of her corner combos that used HCL a bit less consistent, so I've been sticking with ML a bit more in corner combo structure.
Her bad matchups are still pretty painful (Chaos feels even worse now that he can zone better AND mix AND convert off literally anything). Johnny feels rough so far, but I'm not entirely sure yet. He can just hang back and use cards/MF to keep I-No out pretty well from what I can tell. Baiken still feels atrocious but that might just be a me-thing. In general though I'm having much more fun this season than last. She feels way more stable with these changes, and there have been far fewer games where the opponent guesses right on a single backdash out of my pressure and proceeds to just blow me up. Lots more back and forth, which feels way better (imo).
Deflect shield seems fine as a tool with a very specific application. Against projectile setplay, it's like having two bursts, except it's much harder to bait and you get less reward for doing so.
In other situations, it's just an easier IBFD but even that still has some value.
Ngl i kinda dropped the game at season 2 but I picked it up last week and its soo goood now. Im really hopeful now for strive hop they keep it up. Also SIN IS PLAYABLE FINALLY LETS GOOOO!
Same bro, season 2 is so underwhelming
Agreed that the changes on the character level is great. Balance on the otherhand seems to me that it's going to require some tweaking. Nago/HC has some strange changes
Giving Nago even more tools to open people up has really put me off the game. He was already absurd before and that’s after the nerfs. I really hate the gameplay experience of fighting Nago.
@@curtisedmonds9933daisukes vision “he needs it”
For me it's not the dp 50/50 I find the most aggravating about beyblade being a low now, it's trying to back up to create space and getting nuked by a yolo beyblade
@@connorsutton8745i fight nago like fighting ky now, except with a -2 stun dipper that low crushes...
@@z1u512 and doesn't need meter to convert...
This patch feels like a great launch pad into the future for this game. ArcSys took some swings that were more wild than I would have predicted after how they handled Season 2 (stable, but not blow-your-mind levels of exciting). This patch signals to me that ArcSys is definitely committed to this game for some time to come.
Specifically for my characters, the Bed feels a lot less frustrating to play than before. Not necessarily making it significantly better, but it's at a place where I am enjoying playing it nearly all of the time now, and I am running in to less situations where I feel like I have no good options.
And Kyle still feels like Kyle. Solid and strong.
Well they changed Giovanna's combos again, they're cooler, but also much harder, and we lost 236 hard knockdown and combos of regular DP. I don't like that we can't cancel Chave immediately, it makes it super predictable. An overall nerf i would say. System wise, idk, wild assault seems overtuned, i like the nerfed damage.
That’s exactly what i thought at first too, but all of those aspects were traded off for more rewarding conversions and damage. She’s been provided more setups en214S is cheap and leads to a mix-up combo (no meter), en236K guard crushes, and everything else has huge corner carry. Thing is Chave is easy to react to, but if you’re less predictable it can lead to big rewards. Including her orange Wild Assault, I’ve found to skip neutral and goofily counter hit zoners and she can easily convert full screen into wall break and get positive bonus off of it. I think her regular DP counter combo was almost broken last patch so I’m glad it’s gone (still in the game with Chave though), and she still gets a safe jump off of 214K. The combos aren’t even necessarily harder in my opinion, and they’re very cheap but I think the pros outweighs the cons this patch.
@@aster-samaI feel pretty much the same, but getting a counter hit DP on a jump in and sometimes not being able to pick them up before they land feels bad, and I find myself dropping 214H 623S pretty often especially after 66 2s 2h, it's a tight window. Biggest plus for me, getting thrown by Gio seems terrifying to deal with now. Throw into meaty buffed drill kick feels so cheap, and being able to get cheeky with buffed cross up flippydoo, or you can safe jump, or whatever else you feel like. Side note, empty Chave is probably the best DP bait ever
To further add to you point about deflect being bad
Not only is it not good on it's own, but some characters can just do pressure despite it
Prime example of this is probably Sin
Due to his special follow ups and gazelle step
But I've seen Ky's, Gio's, and H.C.'s do it too
Great to hear them early thoughts! I do agree, this season doesn't feel like a giant step in the best direction, but it's a chance of pace which is what we needed most. 🤘🦖
A note on Reflect Shield... it only waste HALF your Burst instead the whole bar... and covers either Low or Overhead mixups (not throws tho) which is increibly good, then depending on the situation lets you punish your enemy. The issue here is that you need a lot of awareness on many strings and interactions to really get the better of it, that is why when you are not prepared or simply the string didn't go how you expected with the distance you "Only went back on neutral" but at least didn't waste your whole Burst bar.
Also on the comments about Anji and Pot... I don't know man, I disagree like... 300% with you, there are so many better things for them compared to previous season it is absurd how better they are, not meaning they are TOP5 but they are really better now compared to before.
My biggest complaint about reflect shield is that it's an additional defensive mechanic that seems mostly ineffective against the characters that have always been the hardest and scariest to defend. Seems pretty much nullified by big normals, projectiles, long advancing moves and whiff cancelable attacks. So characters like HC, Nago, Ram, and some other offenders seem to just be able to do their regular gameplan without worrying about it. I'm sure there are spots you can study where it will work on them, but you can just yolo it out against most of the cast and have an effect
Anji and Pot are definitely way better than before.
What is it that you don’t like about white wild assault? I love it as a mechanic and I think it’s underrated how much it helps the characters who have it. It’s so much easier to get in with Bedman now.
Much love. 💪🏾💙
Very interesting to hear your thoughts. I agree with your sentiment that season 3 brought in a lot of necessary changes even though they may be overturned right now. Having more to do at round start I think is a very important change.
As a Testament player I have mixed feelings. I feel like the wild assault has dramatically lessened the impact of stain. Pretty much any situation where you would use stain to convert you can now use wild assault. Which now seems to be true for most all other characters as well. What is the raison d'etre for Testament now?
It really opens up different ways to play Testament. Their win condition after a wall break is very strong now.
I am having a lot of fun finding all the new scenarios I can convert and labbing which combos I want to use. Also when it comes to the gameplan and resource management it is fun to figure out the new ways to play. It feels like there is a lot more opportunities to express yourself as a player. I am having a lot of fun with this patch.
My theory is that a highly optimized a Testament player will only poke from long range and always convert into wall breaks and reset to neutral over and over again. Whether you have stain or not is no longer important. I like the idea of a Testament after getting stain and wall break, or after pushing the opponent to the wall, using their tools to go in and play a ram-like stagger pressure game. Which you in theory can do. But this patch is not reinforcing that idea as much as I would like and setting up Testament more towards playing as a traditional zoner. I want Testament to be about more than just poking and creative conversions.
Going to stick to Testament and see how their gameplan develops and what ways of playing I find that works for me. But if it ends up being like I suspect I may switch character.
I'm kind of over WA... it was fun for a few weeks, but now it feels a bit too dominant. Blocking for 20 seconds and having RISC near 100% because Sin decided to drop his entire burst gauge and all three resources just doesn't feel fun, and even though I'm technically favored after that, having RISC sitting that high really does add a lot of risk to my reward at that point. Also, orange WA feels too strong; white feels too weak. You're not wrong, I play both Bedman and Jack-O, and I would rather have orange on both characters.
Whites really good if the opponent doesn’t have tension
@@spoderbas5550 with 9 frames of vulnerability before it gets invuln frames, it just never works when I want it to e.g round start. That's not too say that it never works, but it is way more hit or miss and the conversions on hit are weak relatively speaking. I mostly just use it as a wall breaker these days.
@@qspec2002wild assault on bedman is unironically busted, he benefits from the white wa the most out of all the characters who got it
@@aubrey143. How so? And why would he rather have it than Orange?
@@qspec2002white wild assault gives bed better ways to deal with abare and other methods to stuff his error 6e, if it was simply orange he would still be knocked out of it. Bed still has some problems with continuing longer combos due to the nature of his kit and specifically, the malfunction (arm explosion) loops having some spacing requirements. That juicy guard crush on blocking opponents also just lets the error count down with room to spare if you have tension. Orange just has the faster startup, and is negative on block. Do u rlly want that with bed’s still pretty under average frame data lmao
It’s honestly kinda gross to see HC get positive bonus at the end of the round and actively not kill the opponent on purpose so he gets burst back later.
I don't think so, you get burst bar as well by the wall splat and as long as he tries to keep the timing running you get a chance to go for it and force a comback anyway since tension won't be saved to next round.
@@Lanzetsu you don’t get a chance lol. He can check mate you and there is nothing you can do. I’m not talking about wall slumps. I’m talking when he breaks the wall and you have 5% life and he doesn’t kill you so he gets his burst back from positive bonus. The “go for it to make the comeback” doesn’t work because he will just chip kill you. The way burst works now characters with checkmate scenarios can literally don’t kill you so next round they get burst back. Shit is corny.
As a Testament main, the fact that they changed the collision hit box for Grave Reaper on feels bad for Kara236Hs. I expected more for Testament changes but I am disappointed. It's like they are scared of overtuning the character in a game where there is strong characters who can deny their gameplan. (Happy Chaos is the 1st that comes to mind). Season 3 is good. I am having more fun in it than S2 that felt stale after a while.
I don't understand why people consider Ram as good as they do. I haven't seen high tournament results from her (even though I've been hoping, I'm a Ram main), and whenever I look at data from things like Rating Update, she's actually performing badly, or middle of the road at best, statistically. I get that she's extremely oppressive when she can get someone in the corner, and has a fast reversal super (startup tied with Sol and I-No's), but she seems very overrated?
Ram is very consistent in all aspects of the game and more than consistent in a good bit. Her strong corner pressure is obviously a factor but you look at her in any state of the game and shes not really going to struggle so much. In neutral she has very dominant tools and strong conversions. Her pressure in the corner is very strong and she has good damage off it. Her defense isn't anything to write home about but she has a 5 framer she has good kick buttons and she has a reversal. She also has some of the most consistent matchups in the entire game because of all this. The reason she doesn't have a ton of major results is really just because theres not a ton of top ram players. And character strength and use at top level aren't 1 to 1. People will play what they enjoy as long as it works. And ratingupdate just isn't a very good place to pull statistics from lol
@@cullenmcneal1815 With all due respect, at least close to every character in the game has a 5f option (in fact, some have 3f), and Ram's is small and prone to whiffing over people, unlike some who have low and/or multiple 5f options. Within her consistency also lies one of her weaknesses, as she's often extremely predictable (all of her great pressure options are mids), and her best neutral option of farslash, while oppressive, has a universal win button of 6P to beat it out (I know that's harder done than said, but honestly, Ram farslash is predictable). At my level of play, consistently maining Ramlethal since day 1 of Strive's release, I still don't see why anyone would place her higher than high mid tier.
I agree that tournament results aren't accurate to all tiers of play at all, but they do show which characters have the potential to perform the best, and I believe a statement like saying there's just no players putting as serious effort into a character as others could be disrespectful to any Ramlethal main trying to win tournaments. Though, unfortunately with the vast amount of hate I see poured to other Ram mains, that could be a possibility. . .
To end for now, if Rating Update is actually a bad source of objective data on matches and how characters are competing with each other, can you explain why? Or suggest to me a more objective source for Guilty Gear Strive data. Thank you
I was kind of under the impression that Ram is considered to be kind of a gate keeper character. From a skill perspective her basic play is very strong, so her opponents need to git good or get fucked. In terms of matchups, she has some absolutely crushing match ups that keep a lot of the cast from advancing, but goes even or slightly disadvantaged against all the other top tier characters so that prevents her from top results as she is not heavily represented at top play.
Note: everyone is always more aware of the shortcomings of their own character, and they have a disproportionate impact on their perception of that character compared to their strengths.
@@connorsutton8745 It's absolutely true that I have a lot more knowledge on Ram's weaknesses, I've even recently beat a player pretty close to my skill level (my training partner) 14-0 as Faust vs Ram (me as the Faust, no items because his normals are actually hella good??). However, I also feel situations are leading people into believing Ramlethal is better than she is; for example, 1 round of a match could go in Ram's favor, and despite winning 2-1, Ramlethal's very oppressive corner game and high damage could fool someone into discarding their win as an outlier, or thinking their win was closer than it might be, even though they might have effectively stopped Ramlethal from getting her win condition the majority of times.
I also make sure to check and play other characters frequently to know tech, frame data, block strings and mix-ups so I don't get opened like a can of tuna, good combo starters so I know when to burst (Ram squishy, lower def than Faust of all people), counterplay to Ram I may be able to counter-counterplay, and situations I can outright bully people in (they don't really exist, but some counterplay is harder to find than others). Actually, yellow roman cancel is really good?? And Ram really has to pick up her swords, so that's a tip vs her, yrc when she has to get close can turn the tides.
Anybody with a meterless DP is privileged, btw. I might just be salty, post 1.29 especially. Characters I don't even play perform better for me than my Ramlethal at times, the character I've been labbing, practicing, and putting effort into since the game's release, and it really feels like most other characters have a wealth of options past what Ram can do. Low profiles, overheads, unique specials that don't just combo or do damage, command grabs, a 2d that isn't stubby. . ., a guard crush (plz no, Ram doesn't need that one), etc.
Giving Ramlethal more options would change her from what she is, straightforward and focused, and I don't want that, but if a character's going to work off less options, those few have to compete with the many another character could be working with, and that may end up looking like a superior character.
@@griffinfaw5697 Perhaps the way you naturally play fighting games is strong against Ram, and maybr she may not be the best fit for your playstyle? I agree that she's not super OP or broken, but her strengths are STRONG, and her shortcomings are pretty dang hard to exploit. Admittedly the matchup could be a skill issue for most (me at least lol), as I do think a lot of her rep comes from her being an absolute scrub killer. She's very easy to get good with, but perhaps she's hard to be great with?
Thanks for the YRC in the corner tip! Being cornered by her is always my biggest struggle in the match up.
If you're in the NA region, I'd be super down to get some sets in sometime!
this patch is really dumb but I'm definitely having a lot of fun atleast haha
Idk how good it is, but its certainly very funny and ram isnt bottom 3 anymore so it cant be a bad patch fr fr
Ram players downplaying to the point of calling her bottom 3?💀🤡
It's goated Like every season, buy the dlc.
Love the nerfd but some of these buffs are too much
Like why are characters like nago buffed
if we dont nerf rock the game dies
zato is nerfed ,bad patch, revert please
So true #freeeddie
uuuuuuuuh, they nerfed him because of Wild Assault. that's why.
Gobou says hes good. I trust gobou.
It sucks that hc is still in the game 😔
May still feels alright but they should revert her 2h back to the original launch height so that she is a more consistent character and doesn't need resources to combo from midscreen all the time 😮💨
May players downplaying a top tier is wild
@@z1u512 How is this downplay?
Personally i would say that they maximised Gio's weakness and strengths
She had an ok defense and neutral with 623s being able to do a full screen combo on wakeup now it's just a get off me tool, making her defense even worst, it affects neutral too because now characters like may and baiken can jump way more often without the fear of getting blown up for it,
That just makes a matchup that was already bad for gio in my opinion even worst because not only can't you save jump, you can't really punish her for just stalling in the air spamming buttons either.
Overall I really like the changes and how they are going with her since her advantage now feels good enough to outright ignore her weaknesses, when you get you get in, you get in good, that's the reason i decided to solo main her this season.
Now she has a huge problem with chave 214k, that move sucks correct me if I'm wrong, but the move has no utility besides making you mess your inputs trying to do chave 236k for oki, if you want to get back to neutral safely you can just do c.s into 5h and back dash because chave 214k is super reactable and doesn't even beat 6p so normal 214k is actually better than the chave version on top of all that it doesn't even lead to a hard knock down. In summary chave 214k feels like 214k but fancier and harder to execute, i think that it is a guaranteed buff for the next on the other hand 214s feels way too strong compared to rest of her kit, chave 214s is amazing at ending block string it beats most 6ps and leads to a whole combo with good damage,you also use it in like 90% if not all of them, anyways the points is that if arcsys is gonna buff chave 214k, but needs to give her some nerfs to keep her for being too stront 214s is the perfect move to hit.
Only use I've found for Chave 214k is as a meaty at 3/4 screen to automatically put them in the corner. The push back on block is enormous, so either on block or hit you've put em in the corner (combo on counter). Definitely the weakest of the new kit, and I hope someone finds more tech for it, or next patch they at least make it hard knock down.