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VictoryThief

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Everything posted by VictoryThief

  1. The balls leveling up on collision really improves bishop runout a lot.
  2. Is this thread dead? It's so hard to find decent connections, but I've played against killnetic before, so I know I get a solid connection to him.
  3. Every match I've played in the Texas room today has been kind of bizarre. Just connecting to PSN and the GG servers takes a while and connecting to other players takes many times longer than normal. In game, delay is mostly like normal (2-4f) with most players, but some players spike up to 19f, and the spike persists for 40+ seconds. There's a lot more false-4's, which are connections that present as 4, but are actually broken connections. You can still fix them the same way (by either you or the 4 rejoining the lobby), but there's like 2-3x as many. I mean there were more people on than normal today, but just the wait in between matches was making the game way less fun. Literally half of my time was spent with the "Please Wait" window, or at the end of the match with the transmission symbol. I really love guilty gear, I just don't understand why the netcode and implementation is made of malice and hate. I didn't try ranked, but it's normally broken.
  4. It'll hit behind you once at point blank range. Also if you can combo into it, it gives a lot of air hang time. Enough to charge a level 3 ball with stinger aim.
  5. You get most of the forward movement out of it unless you FD-brake or or input a move. It's not like he continues to move forward if you hold forward. It's not long enough to get a full charge, but it's most of a charge.
  6. I always feel like people aren't using leo's dash right. I mean the whole point of having a dash like his is that you can charge input in any direction while literally running forward.
  7. That does help. I'll have to try to be mindful about using carcass ride more. I keep messing up the charge. Does it not charge while you're in the air?
  8. So I was thinking maybe we could discuss our own play via videos? https://www.youtube.com/watch?v=zwVlK8ciz_E
  9. well there you go. you can just throw him a lot of the time.
  10. I happen to have been thinking about leo vs venom and looking at frame data because I'm working on commentary for my matches. If leo does what amounts to his rekka, ending with 236+h and you don't instant block then he has +1 frame advantage and you have no normals that can even become active fast enough to beat his brynhildr k, and you won't beat bryn~s either, since it's basically a disjointed hitbox and comes out in 6 frames. c.S is your fastest normal at 5 frames, so best case scenario without instant blocking is that c.S trades with bryn~s, which isn't really ideal. If you didn't instant block you could also attempt to throw depending on how close leo is, but bryn-k has throw invuln, so that's not that great of an option either. He can't cancel the stance without eating free attacks, so he's not going to throw you, so if you didn't instant block, then the best option is just to block low and look for high attacks, since you can just react to those. If he does that high-hitting special that staggers through your block if you block high, then the best option is to backdash. It's only active for one frame, so it should be easy to backdash. If you do instant block, the best option is probably to just throw him or teleport out, since 236+H when instant blocked is -3, which is too small for your moves to become active, but if he's mashing he'll eat attacks for sure.Throwing will, depending on the combo you choose to do, knock him away from you or corner him. If you do c.S and you're too close, then he can throw you before the move is active and your hit box gets bigger when you do moves, so it's probably not technically correct, and he can just block. I'd argue that you want to stay half a screen away from leo, because his dash sucks really bad, so you can just zone the shit out of him if he's half a screen a way. There's really not a lot he can do about it. Poke a lot with 5S over stinger aims I think, because he's likely to try to IAD if you do anything on the ground, and you want him to commit before you 6P him. Try to leave some of the balls you summon unhit, so if he corners you, you can teleport out if you instant block the end of his pressure strings. You basically win this match up if you have enough space to zone him, since his movement is pretty bad. Edit: I just found out that I've been missing out on the majority of throw option-selects in guilty gear for a decade. The only one's I've been taking advantage of are burst option selects. With this in mind, I'm revising my suggestion for when you instant block leo's 236+H. You want to OS 6HS+S. If he's doing bryn~k, then he eats CH-c.S, and if he's doing almost anything else you throw him. It's probably the option venom is designed to use in this situation.
  11. Well you can 6p if they're lazy and using bridal charge to approach. It feels like you have to really rely on fundamentals, like zoning with 6h, 5s, and so on. I think 5s at nearly max range is critical here. If you can get them to respect 5s, then you'll have time to set up formations.
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