What I LIKE and DISLIKE about Guilty Gear Strive

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Published 2021-08-18
#lordknight #GuiltyGearStrive #GuiltyGear

Sharing some thoughts about things I like and dislike about Guilty Gear Strive.

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All Comments (21)
  • @gamelord12
    Pretty sure the air dashes are the way they are to be more rollback friendly. It's why Millia on 150ms in Strive feels fine to play against, but in +R, she may as well be a shaman teleporting all over the screen.
  • @Raxyz_0
    I'm curious to hear more about the "balanced around minus frames" concept. I think I have an idea what it's about and if I'm right, I kinda like that. But I definitely don't want every new game to follow that rule, variety is the spice of life after all. XD
  • @metalgeartrusty
    really good job explaining how getting high rewards off jab is problematic. most dont want miniscule mistakes to be that punishing
  • May's 3K feels like a privilege. It's a nice knockdown after mashing P. You're open to whatever if you throw it out without hit confirm, RC, or perfect spacing.
  • Thanks for the vid LK. Appreciate your grind and hardwork, much love
  • @SonicSol
    I can't wait for you to make that 1 and a half hour call we had a video about how minus frames in modern games are sleep af. Also Katalina reactionary playstyle rip
  • @freya1348
    LK i really appreciate your channel! I’m a pretty new fighting game player, and I’ve been playing a bunch of Strive and really enjoying it. I’m really glad to have a player as good as you making entertaining and educational content for the game with a really fair and generally positive attitude towards the game! Seeing so many people online claiming its bad and scrubby or whatever has hurt my motivation to play, I know I shouldn’t let it get to me but it does. But your vids always make me wanna play and practice and keep improving!
  • @ubeemac7094
    I feel the same way about the air dashes. In Xrd there was a bit of inertia to them, with little differences in trajectory between super or normal jumps. Strive dashes feel very square, exactly the same every time, you move forward and fall straight down, no craic.
  • @lydianlights
    I agree with pretty much everything you brought up here. Only thing I would disagree with is you missing having different getup times for each character. Like, I didn't even realize that's a thing in some fighting games -- seems insane to me. Like, as insane as having different hitstun or blockstun for different characters. Also I would be happy if either the damage was ever-so-slightly lower or maybe the rounds were 3 of 5 rather than 2 of 3. Rounds are so volatile as it is that sometimes it feels like you can explode from a small mistake against someone you normally would beat consistently.
  • @Fooza05
    Didn't expect you to talk about newer FGs being designed around minus frames I agree with you on that A LOT. Funnily enough though as of the new DBFZ patch most non low hitting 2Ls are 0 on block and Goget4's 6H~3H is just straight up +2 albeit very slow. They aren't much but it is something I guess :d
  • @maxTheOG
    the editing in these videos is crazy, also waitin on that minus frames video
  • @Stickrulez22
    Damn, I need to watch that "balanced around minus frames" video, cuz my scrubby ass has no idea what you are talking about
  • @G0dbeast
    I haven't even gotten to the part of the video about minus frames, but if you covered it here I'm really glad because I was introduced to FGs there was a healthy heap of plus frames and reversals, but I felt like the games handled having the plus frames well and it often created more exciting/ ambiguous situations on when to take your turn. But now that it's balanced around being minus on block, offense often feels difficult to branch out or very condition your opponent to respect you. Going for a stagger and missing the delay by 1f and loosing 50% feels bad and it can happen in all the games with plus frames but at least you can more easily deter your opponent and are normally more equipped to deal with plus frames to begin with.
  • @us3562
    I disagree that not having different weights and wake up speeds for all the characters is a negative. I think there is such a thing as a good kind of difficulty and a bad kind of difficulty. Having different weights and wake up seeds for all the characters is a bad kind of difficulty. It has nothing to do with being a new or an old player. It's just artificially increasing the lab time without adding real depth to the game. The real fun of fighting games is in the mind games. If I've got my wake up and combo timings down, then I've got them down. Why make me learn 4 different wake up speeds and combo adjustments for the 4 different weight classes of characters. I mean, I'll be forced to do it because I love the game but that's not real depth and it takes time away from practicing things that make fighting games actually fun. I also don't think it has anything to do with character individuality. These characters are some of the most varied, in terms of design and playstyle, in any fighting game I've played. Agree with mostly everything else you said. Watching your EVO run live was awesome. Congrats on making it so far!
  • @Nooctae
    Man, you just made me realize, yes, new games being balanced around minus frames is SO boring.
  • @ether49
    as a zato main what i cannot stand is the fact that you simply cannot negative edge during the counter hit slowdown effect. I'm assuming its a bug, but also wouldnt they have fixed it already? its a pretty big deal
  • as a new GG player I can confirm the gatlings are great. It took a bit to get used to not just cancelling lights to mediums to heavies, but once I got used to it I knew exactly what my options were. tbh I wouldn't mind if each character had, like, 1 unique gatling on top of it but I definitley think the baseline is solid and makes it way easier to hop around the cast and try out new characters.
  • @stevemont7022
    I've come around a ton on the new gatlings, it was a scary shift at first coming from old GGs but now I feel there's a lot to like about them. One thing that still bothers me tho is the number of times PPPP or 2PPPP is your only "combo". I definitely don't think you should be able to convert a mashed P into a full combo or knockdown, but having some other options would be nice. Something about it now aesthetically just feels... tacky, for lack of a better word. The game kind of visually grinds to a halt in those moments for me where otherwise it has an amazing rhythm throughout a round.
  • @DragynFyre12
    I also miss the unique traits each character had. It felt like one side of the coin because past GG games had so many universal mechanics like dead angle/blitz/air teching/IB. I know a lot of these were rolled into RC and they definitely made the game easier to get into by removing said character traits. I miss it and it feels like this game has definitely been affected by modern-fighter design which goes against what always made GG so cool: its unapologetic individuality and fearlessly being itself.
  • @AresGod0fWar
    It was good to hear your opinions. As someone that grinds the game, are you still enjoying it? I put several hours into fighting games, but I also bounce around a lot.