The Most Controversial Mechanic In Guilty Gear (Again)

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Published 2024-01-07
#fightinggames #guiltygear #guiltygearstrive

If there's one thing Guilty Gear players are talking about, it's about how much the new mechanic, Wild Assault, has changed the game for the worse. Let's look at the mechanic, what people don't like about it, and what could be done.

0:00 - intro
0:39 - last patch and a quick review
3:16 - why people wanted nerfs
4:50 - is this fixed?
6:30 - the new complaint
10:18 - shouold they do anything?

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All Comments (21)
  • @jpegwarrior5431
    I cannot contain my excitement to watch players wait a whole patch just for blue Wild Assault to be broken next.
  • @peacemakerpewpew
    maybe Assaults could be tweaked on character basis. If the range of white is too much for Goldlewis but Potemkin maybe needs it, then just make it shorter for Goldlewis.
  • I think it's definitely a much better experience then it was before. I see why this change does super juice gold Lewis and give Nago yet another super strong option. But Pot and Bed kinda need some help. Those 2 have struggled quite a bit so having a strong option to close the gap is nice. I think they should start adjusting per character instead of just color overall.
  • @Harryhaidao
    Enjoying this version of the game, bedman feels good this patch; and not just because he benefits from WWA. Getting good oki off spin and quicker j.D just sort of makes him and his gameplan more consistent now.
  • @Zman7981
    In a game where neutral skips are everywhere, I think wild assault can be overwhelming. But sometimes gives characters the option to use burst for other options which can be better than doing an offensive burst. Like I would argue 2 uses of WWA vs Axl is better than using burst offensively to keep him from converting a close range hit into putting you full screen all over again. Some characters benefit from it more than others (like Goldlewis) and i think the devs should try balancing it amongst characters by making them less homogenous (which is a recent balance direction that I feel like the devs are going away from like getting rid of weight classes and making everyone the same weight).
  • @StringKiller
    I think this version is much more balanced and the overall nerf to possitive really makes the game feel much better and pressure the attacker to make something happen after wall break. That said, goldlewis makes me want to evaporate from the world.
  • @dizzydial_
    for me it's only certain characters that WA feels bad on. all the white wild assault characters feel fine until they use it as an advancing dp and get hard oki, them just tossing it out on block and using the plus frames feel fair, even for gold lewis. But now that those players are getting smart about using it, using the quick one instead of charging it, potemkin players do white wild assault at round start and then hard guessing and using potemkin buster, it's not that fun, you can tell very strong white WA character players are using it like the OP move it is now.
  • @aganaom1712
    current version of the game definitely reined things in nicely i'm surprised they weren't more heavy handed with RWA but considering how nerf heavy this patch was overall, i guess its fair that seemed cautionary about it im a little annoyed that sol seems to be going back to the relative state he was in at the end of s2 but he's still in a better way rn both in terms of character feel as well as balance relative to the rest of the roster than he was at the end of s2 so there's that. very glad i have actual roundstart options against nago and that HC got shot concerned about what arcsys decides to nerf on sol in the coming patch (in march i think???) unless they actually decide to finally hit clean hit HVV in which case it was a very, very long time coming
  • @The_letter_N
    I just wish you retained burst meter when you land a blue burst, like before in season 2. It would make the snow ball effects from WA less common, if you had more opportunity to get out of it. Very frustrating that they changed that.
  • @Kaktusownik
    Hey, what is the name of the mod that youre using to view frame data on moves in training mode?
  • Never seen any big body use wild assault so to me it's a non issue. However, does the Nerf to red wa mean you can't use it in specific combos anymore? I was working on a Gio Combo that uses it to gain corner to corner carry with wall break and it would suck if all the time spend learning that is wasted now.
  • @OwlsNeck
    i like the game a lot right now. WA is fun and now that the burst reduction/positive gain/red is all more reasonable i really have no complaints, since i can still be a red wa -> fafnir on block clown with sol and my options with anji don't feel quite as limited as before. white WA jumpscares from goldlewis are eh, but nago was jumpscarey anyway and i want potemkin players to be happy even though i'm not one of them. i can't really complain much about it only feeling like a negative for a single character compared to like, half the roster as it was before. people are being a bit dramatic. i'd assume bedman? players are happy to but i never run into them. are they happy? did it help?
  • @Cassapphic
    There's still some problems with WA, positive and RC creating a critical mass of too much offense, but it isnt quite as game deciding and oppressive, and deflect shield being better helps find spots to interact with seemingly infinite pressure.
  • @Kurinth
    i havent played GGST in a minute, but i was like oh, GL and Pot having it isnt the end of the world, it's like, strong but fine, then you said nago had WWA, why the hell would they give that to nago of ALL characters
  • @cameronrramos
    Way better than last patch. Even at like floor 9 where I was the red wild assault meta was pretty annoying and boring. Obviously as a Bed main I think this patch is good lol but even objectively speaking it feels way better, sans Goldlewis stock rising.
  • @CamFGC
    I'm starting to accept that this game just isn't for me, and that I should probably just get into SF for a more footsie-based game. I just wish that the offense in SF was a bit more interesting than boiling down to strike throw for most characters.
  • @Kanrararaa
    u said only four characters have red wild assault at 11:04, think u meant white
  • @demacry
    My big issue is the insane burst generation we've got now that WA removes hardly any burst gage. It doesn't feel right that you can read the burst, block it appropriately and win the round but your opponent is already at 75+ gage. Characters with weaker midscreen conversions are heavily disadvantaged by the extra burst generated from wall sticks. It also gives a massive advantage to one player in round 3 unless the player who won round 2 was able to do it without using burst or WA.