Note: Wild Assault (and the new defensive tool) doesn't use Tension gauge. It uses BURST gauge. It's a good tool when you need damage but don't have Tension gauge, and I'm sure there'll be a bunch of utility for certain characters. EDIT: For people that don't read replies, apparently Positive Bonus also increases Burst gauge regeneration, similar to Tension! This'll make the new mechanics more readily available in more situations.
3:00 Someone on reddit actually compared the range on all tested buttons and it seems that nothing was changed at all. The camera angle probably doesn't help here, making them look slightly shorter.
Might be because they're so much faster they don't stay at their max range for very long, so it looks like they are way shorter but they actually just come back faster
@@erayyucel322 Heavy slash version of the DP, or just the heavier version of the DP, most characters that have one have a slash variant for lighter DP and Heavy slash variant which can now be interrupted by hits it seems.
The question is, will they change the one thing that everyone hates... The lobbies. Legit the reason I stopped playing GG strive. Between the region locking in sf6 and the lobbies in GG it feels like neither game wants me have a pleasant experience online
@@jpVari Baiken used to have a armored command run which was considered a core move to her moveset before strive, since it was in literally every game she was in. (Pre strive)
Full screen Burst seems like a great idea actually, but in my opinion it was changed for spectators more than players? Lol maybe. My thinking is that watching while tournaments, seeing May, Ram, HC and Nago doing burst safe routes leaving no counter play just isn't interesting. Don't get me wrong, when the game was fresh and people were developing these routes it was very impressive. But now it's more like 'and they got hit, this is burst safe, 60% damage, possitive into HKD wall break, 1 more mix up, dead'. More chances = more interesting gameplay, both watching and playing.
Keep in mind that burst being a lot stronger than before is to balance it out with the new burst meter options and give you more of an incentive to save it up
Obviously we haven’t gotten it in hand yet, but on paper, sounds like a good solution to a few of strive’s current issues that make is less fun. One being zoners (so basically, HC) and also burst safe combos, in which a game like strive with such high damage, is a problem. This seems to allow burst to be useful, but now there are other things we can use it for which means we aren’t only thinking of using it for burst or gold. A meter used for defends and offense. Basically a different version of the tension meter.
6:25 Local Anji Player here, this also showcases a new buff to his 6H, normally when you tried to use that shit in a combo it would drop them out after the first hit. Why have a multi-hitting move that does this? I dunno . But I'm glad I can use this command normal in combos now and I'm able to do my funny corner carry combos with this new mechanic instead of wasting my RC for it.
Besides Nago's 6H doing guard break and no longer being cancelable, his 5K is now -2, but his spin is now a low and DP follow-up is a high from what I've heard
@@pikachuattack542 no tf it shouldn't. if you're only looking at the animation, then a lot of moves should also be considered overheads when they absolutely shouldn't. making spin a low and the 2nd hit of his DP an overhead creates a completely unreactable and safe 50/50 assuming he has his current frame data. we'll have to wait and see though
Axl’s range is the same but I will say Pinhead has mentioned that his 2P might be juiced on block. Either higher attack level or reduced recovery. Claims Nago can’t punish with 2K/5K anymore so that’s def way better than what it is right now
As a Zato player, that new move has a TON of potential, but with its apparent speed it heavily depends on if you can cancel other Eddie specials with it. I can see it being REALLY cool with moves like 236S offensively as an air mixup or 236H defensively in that case. Really excited to get my hands on this.
Wait, 6 characters are getting new moves: 1. May: dolphin cancel 2. Faust: item eat 3. Anji: spin attack 4. Ramlethal: ground spike 5. Zato: switcharoo 6. Ino: air attack 7. Gio: command dash Or is May's cancel not considered a new move?
The burst attacks vary based on color, I think only the red one does the combo extention thing, the white one is the reversal like GLD's, and the blue one more mixup.
"What have they done to my boy?" a well deserved nerf, I do not enjoy sitting at the other side of the screen unable to do anything cause of Axl's abuse
As a Gio main, i dunno if I ill even use her new special. Enhanced slin kick having increased knockback means no safe jump. So unless it wall bounces, i cant imagine wanting it over better oki. Travao already has an insanely sliw startup and a deceptively large hurt box, adding a full extra animation to it is gonna hurt. Her Dp already combos on counterhit and its easy to fish for it. The new one would need to be plus on block to give it an actual use case as she already has great tools for combo extension. Flip kick being combo anble looks great, but it looks like the same issue that tavao has, being too slow to be practical
they keep giving gio new stuff but taking away core options/aspects that were fun and worked :/ I hope new gio will be fun. I would have just preferred a whole new special move too the command dash but we'll see.
@Eaode same, any special that gave them proper oki or incorporated the dog would've been great. This is just disappointing. Especially because some of the "enhanced" specials are just more in-line with her 1.0 standard kit
@@Eaodeanother thing is they haven’t really done much with WHAT she already has, rather they’re changing things. Maybe they just haven’t figured out what they’re want Gio to be like. One thing is wish they could potential my update is her 100% tension. It just kinda, exists. Like I don’t think any gio player actually considers its benefit because of how small it is and how it’s something you can easily get. I don’t know what they could do, but having 100% tension should do something more, or something different. Make is so you start to consider on whether to use tension or keep it to retain your benefits.
Baiken also got a nerf to her tiger knee, it no longer leaves them right in front of her and now sends them like a third of the screen away. I’m hoping that doesn’t translate into push back on the corner.
@@GudJobb_FGC gotta wait and test that out for myself, but in my hands at least she wasn’t broken (none of them were hahaha), so it feels bad to see her and Nago get what seem to be annoying nerfs. Will be testing out Johnny for a while too, so, maybe I’ll be alright.
No bacchus no coins.. I mean I know why they did it. XRD Johnny was a legitimate nightmare. Card stuff seems like an interesting alternative. Almost as if they're consolidating his old moves.
@@notimeforcreativenamesjust3034 I'm a Johnny main/stan. I don't think he was the hardest per se but he definitely wasn't an easy character to play. Though i will miss 3 coin combos but at least the card doesn't seem like it has a limited number of uses.
They didn't remove bacchus, coins, multiple mist finer dashes, etc. because Xrd Johnny was OP. He has those in +R and isn't anywhere close to being OP. They did it because Strive generally wants its returning characters to have less moves, play less distinctly from each other/fit more standard archetypes, and fit Strive, which plays pretty differently to XX or Xrd.
@@Corbal975 +R was a long time ago. Xrd was fairly recent. And they clearly didn't have a handle on him from a design perspective. I think you do have a point about Strive simplifying movesets but I don't think it's far fetched to assume he got changed because he was hard to manage on the mechanical side.
I like a lot of the character changes but the system mechanic changes are making me worried for the meta of this game. generally strive is already kind of snowball heavy. And this looks like it's going to be A lot more snowball heavy with positive bonus regenerating burst meter and buffing your burst meter regeneration from hitting or getting hit. Just means the person who gets a wall break first will have access to more bursts to keep momentum anytime they get hit for making a risky play on offense or more opportunities to mix up the opponent with Wild assault. which then will most likely lead to more wall breaks and then a 2nd positive bonus. If they aren't already dead before that.
On Wall Splat you (the person being splatted) get like a 3rd of your burst meter back, man. Kinda invalidates your point cuz you can't bully with Positive Bonus with meter anymore.
I’ve been crying for hours, how could they massacre my lad this way. Unless the rumors of being able to control his range are true, you now have to poke within Ramlethal range, which is a death sentence
May's dolphin get destroyed. She doesn't have rps anymore. And another very important point : no ground bounce with 6H.... The nerfs just kill her... I hope it's not that bad though :/
Interesting so ram overhead is not plus anymore ground version that fine i guess it had to happen one day . Yeah can use it to bait throws or to Rc mix ups . i stop using that move much it wasn't that crazy you can punish it if they going too ham or i just got used of the mirror matchup lol.
This is what i waiting for, the formula of buff everyone was stopped (For now), is now nerf the top tier and little nerf and buff the low tiers, in S3 can have a new change or a more balanced rooster where every character is tournament viable over the the classic Ram, Leo, Sol, HC, Gio, Nago and Bridget.
Wild Assault 236D is a new "universal" move for 50% burst. There are three types, some characters have a red, some blue and some white. Details about what the different versions do is not out yet.
Maybe they did!? I've seen so little footage, and it's hard to tell, but here's the down-and-dirty rumors spreading: hoof stomp is faster (and maybe hurts more), elk hunt is faster (but maybe goes less far (and maybe it can't be grabbed???)), beak driver is... Different? It's hitbox changed, or maybe it's hurtbox. 5p launches on hit, lots of people saying this but I haven't found video. Also farS has much better startup, again this one has a lot of people "confirming" it. And some are saying 2h has more blockstun because apparently the cornerstone of sins combat must be this one normal Oh! And his backdash is faster (like, by a lot) Edit: oops, I meant to say gazelle step beats(?) deflect shield. Which would be insane
idk how to feel about season 3. lots of great changes but also some super bizarre ones especially the visual effects. they just look so wack to me like gios
@GoldtisticYT yeah, the applications are gonna really open things up. I just don't think that specific use will be worth it because you should be able to get a wall break or side switch wall break with just the 50 tension. I think the real good thing is the ability to get corner/wall break/carry without using tension. Then you can spend the tension on super for hkd and positive. But I guess we'll see.
Yes. Both of the new mechanics use Burst, not Tension, which is why they made Bursts go full-screen and refill faster, so they still have distinct advantages of their own over Wild Assault and Deflect Guard.
You probably wouldn't unless it's to not die in the last round. It's just showing that he can't just automatically be burst safe in all his combos anymore. He also can't bait burst with curse anymore. Means Ramlethal doesn't get easy 60% burst safe combos anymore either.
I tested bedman recenlty and thought he was really cool n kinda fun, so I hope he gets decent buffa to make him feel more viable in a sense, yaknow? Might main em' and gosh im hyped for johnny. Im pretty new so I have not really picked a main, ive played quite a bit of baiken though
In terms of unconfirmable leaks, there are rumors going round that Sin's specials are generally quicker now, and one (that i dont trust) saying that gazelle step beats(?) deflect shield
Would probably depend on whether or not Gazelle Step's speed and/or active time is good enough to counteract the full push from Deflect Shield. Quite a few forward advancing moves can keep you in through Faultless Defense's push (some few even through IBFD) if people try to push you off on the move prior to them.
As the Giovanna player it's funny as hell how they changed her in every season 2 play completely differently
Let our Dog Queen get more power, her 2H loops are way more fun than microdash combos tbh
Made gekko drop her :(
Y'all see that they took the first hitbox of her 214s away? Rip big damage
Well as Gio main we get a new character variation again.... haha
WHAT???????? NOOOOOO!!!!!!!!!@@blackiechan25100
Note: Wild Assault (and the new defensive tool) doesn't use Tension gauge. It uses BURST gauge. It's a good tool when you need damage but don't have Tension gauge, and I'm sure there'll be a bunch of utility for certain characters.
EDIT: For people that don't read replies, apparently Positive Bonus also increases Burst gauge regeneration, similar to Tension! This'll make the new mechanics more readily available in more situations.
Getting a wall break using Wild Assault combos might actually be a good idea now too since positive bonus also gives more Burst gauge.
Thanks!
PSA: Axl's normals being shorter was a myth, they are the same range
Thank god
Wait how?
@@jpVari People just misjudged the distance.
thank god I thought they screwed over my boy for a second
Thank god! I was so scared for a sec there
3:00 Someone on reddit actually compared the range on all tested buttons and it seems that nothing was changed at all.
The camera angle probably doesn't help here, making them look slightly shorter.
Might be because they're so much faster they don't stay at their max range for very long, so it looks like they are way shorter but they actually just come back faster
Really hoping it's a recovery buff instead of a range nerf then... 😰
Yea I could see that... or maybe they are. I won't believe shit until I see the patch notes / we have it at home lol.
@@cooperlittlehales6268I don't think they're faster either.
@@Smitteys86 no they are significantly faster
1:45 It seems that this is an universal change, seein as Ky's and Sol's HDPs were also hit by this
what is meaning of HDP
@@erayyucel322 Heavy slash version of the DP, or just the heavier version of the DP, most characters that have one have a slash variant for lighter DP and Heavy slash variant which can now be interrupted by hits it seems.
The question is, will they change the one thing that everyone hates... The lobbies. Legit the reason I stopped playing GG strive. Between the region locking in sf6 and the lobbies in GG it feels like neither game wants me have a pleasant experience online
I just gave it ago last week... couldnt get into a match. I checked steam forums and yup, not the only one.
@@Fralorgrafon Can't you already do that with training room queues?
@@strayfeather222Yes.
Training room queue just placing you in a lobby while you’re in training mode lol
@@Xenozillex I would get like 4 matches in the span of 3 hours so I just stopped playing.
As someone who stopped playing back around the start of season 2 I’m interested to try and comeback for S3
We got that Strive Rush now.
if Zato-1 swaps with Eddy you could use that for side swap mixup's. i don't play Zato-1, but that sounds cool as hell!
He already has btl crossups it’s kinda hard to see the usefulness of the new move rn but hopefully it’ll be more than sideswitch
indeed, this is a move that he already has on +R, it's called Traversing
@@davetorres3906 i never played Eddie in +R, but I'm excited to see it return.
You came through with the ghetto patch notes?! You're a real one
Ky will finally have mid screen conversion ability thanks to the new raging strike. It’s great.
It is actually surreal to see you happy about Ky, god bless
@@terreausore2435 Yes ky has had enough suffering. It’s about time he prospers.
You'll still be garbage at the game, so who cares
@@D4C_267he only suffered in story! if there was a pro genius like ky in real life that played him he would still win Evo without massive buffs.
Thanks for covering it, couldn't see most of the new footage because no Twitter account.
Gio getting a command dash makes me cope for Baiken getting Suzuran back
It makes you cope for? What?
Forget Suzuran, gimme UpClaw
@@jpVari Baiken used to have a armored command run which was considered a core move to her moveset before strive, since it was in literally every game she was in. (Pre strive)
@@notimeforcreativenamesjust3034even samsho?
@@Amaling Just checked, even samurai shodown, She seems to have retained most of her Xrd moves.
GGST has felt so good lately. havent had much time for sf6 been too busy playing ggst again.
You forgot the most important buff discovered
Pressing up on Johnny's character select gives him a sick beard
Full screen Burst seems like a great idea actually, but in my opinion it was changed for spectators more than players? Lol maybe. My thinking is that watching while tournaments, seeing May, Ram, HC and Nago doing burst safe routes leaving no counter play just isn't interesting. Don't get me wrong, when the game was fresh and people were developing these routes it was very impressive. But now it's more like 'and they got hit, this is burst safe, 60% damage, possitive into HKD wall break, 1 more mix up, dead'. More chances = more interesting gameplay, both watching and playing.
Keep in mind that burst being a lot stronger than before is to balance it out with the new burst meter options and give you more of an incentive to save it up
Obviously we haven’t gotten it in hand yet, but on paper, sounds like a good solution to a few of strive’s current issues that make is less fun.
One being zoners (so basically, HC) and also burst safe combos, in which a game like strive with such high damage, is a problem. This seems to allow burst to be useful, but now there are other things we can use it for which means we aren’t only thinking of using it for burst or gold.
A meter used for defends and offense. Basically a different version of the tension meter.
6:25
Local Anji Player here, this also showcases a new buff to his 6H, normally when you tried to use that shit in a combo it would drop them out after the first hit. Why have a multi-hitting move that does this? I dunno . But I'm glad I can use this command normal in combos now and I'm able to do my funny corner carry combos with this new mechanic instead of wasting my RC for it.
Yeah, vertical range + push direction on air hit was whack!
0:07 I also can't wait for Guilty Gear Strive to get released. I've been waiting a long time to play that game :)
Fr
Besides Nago's 6H doing guard break and no longer being cancelable, his 5K is now -2, but his spin is now a low and DP follow-up is a high from what I've heard
spin is a low now 😢 please god, don't tell me we're back in nago hell
@@johnlecavalier6199 you never left it muhahaha
@@johnlecavalier6199it always should have been a low lol, just look at the animation.
@@pikachuattack542 no tf it shouldn't. if you're only looking at the animation, then a lot of moves should also be considered overheads when they absolutely shouldn't. making spin a low and the 2nd hit of his DP an overhead creates a completely unreactable and safe 50/50 assuming he has his current frame data. we'll have to wait and see though
thank you for doing more GGST videos! Looking forward to more!
I can't wait to put my hands on the new zato move
Idk about +r but johnny did have the dash cancels/ability to dash when charging mist finer in xrd
he has it in +r too
Nah, Axl is a zoner, not a “stay fullscreen and block all day” style character. He can still control space
This reminds me of getting hype for blazblue Loc test footage wayyyy back in the day
Axl’s range is the same but I will say Pinhead has mentioned that his 2P might be juiced on block. Either higher attack level or reduced recovery. Claims Nago can’t punish with 2K/5K anymore so that’s def way better than what it is right now
As a Zato player, that new move has a TON of potential, but with its apparent speed it heavily depends on if you can cancel other Eddie specials with it. I can see it being REALLY cool with moves like 236S offensively as an air mixup or 236H defensively in that case. Really excited to get my hands on this.
Descend into Dark 🖤
Wait, 6 characters are getting new moves:
1. May: dolphin cancel
2. Faust: item eat
3. Anji: spin attack
4. Ramlethal: ground spike
5. Zato: switcharoo
6. Ino: air attack
7. Gio: command dash
Or is May's cancel not considered a new move?
no it definitely is
I've heard that Zato's new move is actually a rework of Break The Law, so it's not considered entirely "new"
@@NickJJUwoah the move will finally have a purpose after like 20 years
the "new move" is just break the law. he can teleport during it now; iirc you press either 2 or 22 during the move.
@Watburnt it's used to sandwhich the opponent between zato and eddie on knockdown, in order to give them stronger pressure midscreen.
babe wake up new diaphone guilty gear video
Thanks for the round up. Helpful for someone like me who doesnt use Twitter and shit too much
Wild assault is + but it’s only on charge and only some wild assault are invl (white ones on Nago Goldlewis bedman? Potemkin)
You know the Leo change is good when even we Leo players are happy about it 😂
lmao gekkosquirrel's "look what they have done to my boy" 2:50
Happy Chaos players are eating good with that full screen burst.
The burst attacks vary based on color, I think only the red one does the combo extention thing, the white one is the reversal like GLD's, and the blue one more mixup.
"What have they done to my boy?" a well deserved nerf, I do not enjoy sitting at the other side of the screen unable to do anything cause of Axl's abuse
The Ram change looks like they're making it work like ky's flip kick. Basically it's plus on block if crouch blocked but minus is you stand block it.
As a Gio main, i dunno if I ill even use her new special. Enhanced slin kick having increased knockback means no safe jump. So unless it wall bounces, i cant imagine wanting it over better oki. Travao already has an insanely sliw startup and a deceptively large hurt box, adding a full extra animation to it is gonna hurt. Her Dp already combos on counterhit and its easy to fish for it. The new one would need to be plus on block to give it an actual use case as she already has great tools for combo extension. Flip kick being combo anble looks great, but it looks like the same issue that tavao has, being too slow to be practical
they keep giving gio new stuff but taking away core options/aspects that were fun and worked :/
I hope new gio will be fun. I would have just preferred a whole new special move too the command dash but we'll see.
@Eaode same, any special that gave them proper oki or incorporated the dog would've been great. This is just disappointing. Especially because some of the "enhanced" specials are just more in-line with her 1.0 standard kit
@@Eaodeanother thing is they haven’t really done much with WHAT she already has, rather they’re changing things.
Maybe they just haven’t figured out what they’re want Gio to be like.
One thing is wish they could potential my update is her 100% tension. It just kinda, exists.
Like I don’t think any gio player actually considers its benefit because of how small it is and how it’s something you can easily get.
I don’t know what they could do, but having 100% tension should do something more, or something different. Make is so you start to consider on whether to use tension or keep it to retain your benefits.
i just picked up Gio like a week and a half ago, and I am so excited for the new shit!
Baiken also got a nerf to her tiger knee, it no longer leaves them right in front of her and now sends them like a third of the screen away. I’m hoping that doesn’t translate into push back on the corner.
They also lowered the counter hit level of kabari followup, so you can no longer combo off it
if tiger knee pushes in the corner her corner pressure is gonna be pretty trash lmao, heres hoping that survives
@@GudJobb_FGC gotta wait and test that out for myself, but in my hands at least she wasn’t broken (none of them were hahaha), so it feels bad to see her and Nago get what seem to be annoying nerfs. Will be testing out Johnny for a while too, so, maybe I’ll be alright.
Damn, my favourite Burstbait setups as Anji realy get hit with that.
They hate anji but they'll never admit it
Does anyone think Johnny will get to keep air mist cancels? Maybe he'll get to dustloop like in xrd???
yo what's the melty blood song at 3:15
Potemkin got the 5p that hits crouchers along with a whole host of buffs (and a few nerfs). I truly think we're looking at a high tier pot.
No bacchus no coins.. I mean I know why they did it. XRD Johnny was a legitimate nightmare. Card stuff seems like an interesting alternative. Almost as if they're consolidating his old moves.
Tbf Xrd Johnny was the hardest character in the game, his strength was relative to the player.
@@notimeforcreativenamesjust3034 I'm a Johnny main/stan. I don't think he was the hardest per se but he definitely wasn't an easy character to play. Though i will miss 3 coin combos but at least the card doesn't seem like it has a limited number of uses.
They didn't remove bacchus, coins, multiple mist finer dashes, etc. because Xrd Johnny was OP. He has those in +R and isn't anywhere close to being OP. They did it because Strive generally wants its returning characters to have less moves, play less distinctly from each other/fit more standard archetypes, and fit Strive, which plays pretty differently to XX or Xrd.
@@notimeforcreativenamesjust3034Zero is also the hardest character in Marvel 3...
@@Corbal975 +R was a long time ago. Xrd was fairly recent. And they clearly didn't have a handle on him from a design perspective. I think you do have a point about Strive simplifying movesets but I don't think it's far fetched to assume he got changed because he was hard to manage on the mechanical side.
When's Jam?
Crazy how they nerfed anji into the ground though. He barely saw the light as is.
I-no nation, I want you to put the word out there that we back up
I like a lot of the character changes but the system mechanic changes are making me worried for the meta of this game. generally strive is already kind of snowball heavy. And this looks like it's going to be A lot more snowball heavy with positive bonus regenerating burst meter and buffing your burst meter regeneration from hitting or getting hit. Just means the person who gets a wall break first will have access to more bursts to keep momentum anytime they get hit for making a risky play on offense or more opportunities to mix up the opponent with Wild assault. which then will most likely lead to more wall breaks and then a 2nd positive bonus. If they aren't already dead before that.
On Wall Splat you (the person being splatted) get like a 3rd of your burst meter back, man. Kinda invalidates your point cuz you can't bully with Positive Bonus with meter anymore.
Gio and I-No looking at Baiken's changes:
😮
Gio losing her safejumps is going to suck.
I was laughing about all the changes people have been showing until I saw chipp 6K.
It looks like Giovanna enhanced drill has guard crash, which I believe means no YRC and no grab invul
as a past johnny main i am so fucking excited for him and his cards
Lmfao full screen burst. The mistake was adding happy chaos.
Pretty crazy that Axl is the hardest nerfed character based on our knowledge as of now, meanwhile HC is mostly nerfed from universal changes
I guess it makes sense they buffed burst, since the bar's usage is now being weighed against other options.
"Fullscreen burst"
Axl players: 👀
I'm curious where Gio gets her oki now.
So Wild Assault is basically kind of like a Drive Rush from SF6?
I’m here for your guilty gear coverage!!!
The card used to be for his destroy. Did they get rid of his coins?
I'm actually really hype for Johnny, and the new changes. Ready to get back on the training grind!
WHAT HAVE THEY DONE TO AXL NOOOOOOOOOOOOOOOOOOOOOOO
I’ve been crying for hours, how could they massacre my lad this way. Unless the rumors of being able to control his range are true, you now have to poke within Ramlethal range, which is a death sentence
Literally didnt change at all
@@soulofalbedoPerfect, I was worried they put is in a box, but it looks like we’re still out of it.
May's dolphin get destroyed. She doesn't have rps anymore.
And another very important point : no ground bounce with 6H....
The nerfs just kill her...
I hope it's not that bad though :/
idk man, i think we kinda fucked. Our neutral is completely gone since it looks like you can just mash punch against S dolphin :/
good
2:30 Amazing targeted ads honestly
Did anyone see anything related to bridget? I havent heard of any buffs or nerfs at all
Interesting so ram overhead is not plus anymore ground version that fine i guess it had to happen one day . Yeah can use it to bait throws or to Rc mix ups . i stop using that move much it wasn't that crazy you can punish it if they going too ham or i just got used of the mirror matchup lol.
I wonder if I-no was buffed or nerfed in this patch
Just swapped from Potemkin to Giovanna about a week ago. This new season sounds awesome!
I can finally secondary bedman, not having error on wall break was crazy
I haven’t seen ANY Sin buffs yet and I’m sad
New diaphone vid bless up
So no Jack-o changes? While everyone got either new moves or major buffs, or both.
This is what i waiting for, the formula of buff everyone was stopped (For now), is now nerf the top tier and little nerf and buff the low tiers, in S3 can have a new change or a more balanced rooster where every character is tournament viable over the the classic Ram, Leo, Sol, HC, Gio, Nago and Bridget.
Idk man they mega nerfed Anji. Literally got rid of all his CH Fujin combo for a fuckin DP.
Who cares about balance if the character isn't fun to play smh
@@notimeforcreativenamesjust3034what did they even change with that? haven’t seen enough gameplay to understand
@@ccs8847 Fujin on counter hit no longer launches.
@@notimeforcreativenamesjust3034 oh its so fucking joever
Anything on sol?
Seems they also made all rekkas not have any ch slowdown (rip fuujin ch combos)
What is Raging Assault?
Wild Assault 236D is a new "universal" move for 50% burst. There are three types, some characters have a red, some blue and some white. Details about what the different versions do is not out yet.
Ngl I thought you quit this game nice to see you making content for it.
don't tell me that they didn't buff sin kiske...
Maybe they did!? I've seen so little footage, and it's hard to tell, but here's the down-and-dirty rumors spreading: hoof stomp is faster (and maybe hurts more), elk hunt is faster (but maybe goes less far (and maybe it can't be grabbed???)), beak driver is... Different? It's hitbox changed, or maybe it's hurtbox. 5p launches on hit, lots of people saying this but I haven't found video. Also farS has much better startup, again this one has a lot of people "confirming" it. And some are saying 2h has more blockstun because apparently the cornerstone of sins combat must be this one normal
Oh! And his backdash is faster (like, by a lot)
Edit: oops, I meant to say gazelle step beats(?) deflect shield. Which would be insane
imagine wanting may nerfs💀
So does Faust just not have that special from the trailer yet?
He does but nobody seems to be recording Faust stuff at the event. The Faust Discord is fiending
Wild assault absorb opponent burst gague on hit
I can't believe they've nerfed Axl again....
idk how to feel about season 3. lots of great changes but also some super bizarre ones especially the visual effects. they just look so wack to me like gios
Really hoping greed sever gets added cause i need a new way to throw games with ky and a slow ass overhead is as good as it gets
damn, no faust news so far?
I-no bros we eating good.
I wonder if Wild Assault will allow Ky to extend further after stun dipper rc -> c.s 2s 5h foudre arc, because its too far for 5h to pick up
Could just do charged dust > c.s > dash cancel > c.s > 2.s > 5h > feudre
Optimal damage and carry. You don't have to spend 50 burst gauge either.
@@h4rdtr and if that doesn't take you far enough you could wild assault
I'm just saying it'd be cool
@GoldtisticYT yeah, the applications are gonna really open things up. I just don't think that specific use will be worth it because you should be able to get a wall break or side switch wall break with just the 50 tension. I think the real good thing is the ability to get corner/wall break/carry without using tension. Then you can spend the tension on super for hkd and positive. But I guess we'll see.
It costs 50 burst right? Not fifty super meter
Yes. Both of the new mechanics use Burst, not Tension, which is why they made Bursts go full-screen and refill faster, so they still have distinct advantages of their own over Wild Assault and Deflect Guard.
@@StreetFighterWWE Oh my bad - didn't know!
Thank you, Dia 💜
0:26 ngl I kinda don’t get why you would do this he’s so far away
You probably wouldn't unless it's to not die in the last round. It's just showing that he can't just automatically be burst safe in all his combos anymore. He also can't bait burst with curse anymore. Means Ramlethal doesn't get easy 60% burst safe combos anymore either.
@@Ephelle you make a good point and because of this I realize sin can’t bait burst at all anymore… why daisuke
@@Mr.Faust3 Sure he can. He can bait burst the same way as everyone else. RC or jump cancel.
POT BROS, WE ARE SO BACK
Zato alreasy has like 100 attacks and the dude can fly, and they decided to give him more moves?
wait so they basically gave Gio ken's run in sf6. it enhances her specials
Ah shit, here we go again
I tested bedman recenlty and thought he was really cool n kinda fun, so I hope he gets decent buffa to make him feel more viable in a sense, yaknow? Might main em' and gosh im hyped for johnny. Im pretty new so I have not really picked a main, ive played quite a bit of baiken though
In terms of unconfirmable leaks, there are rumors going round that Sin's specials are generally quicker now, and one (that i dont trust) saying that gazelle step beats(?) deflect shield
Would probably depend on whether or not Gazelle Step's speed and/or active time is good enough to counteract the full push from Deflect Shield. Quite a few forward advancing moves can keep you in through Faultless Defense's push (some few even through IBFD) if people try to push you off on the move prior to them.
goldlewis WA isnt frame 1 invincible
hey about axl normals, there’s no change people just can’t comprehend perspective
Yessir FGC getting all th goodies this year
"guilty gear strive as of this recording is not out yet" 🤯