Here we are with the big Visual Guide to the Season 3 Patch of Guilty Gear Strive! Everything Timestamped for your ease of use so skip around to what makes sense for you. PLEASE NOTE: The absolute biggest changes are the universal ones! Burst changes, the new Wild Assault and Deflect Shield are bigger than any one single character change, and will wind up being the most important addition to any character regardless of what they get! Many characters were not change too much with that in mind(mostly universal changes to damage and how scaling works), because of the reliance of the new mechanics. That said, enjoy the video and spare a like if you could because it sincerely helps!
This isn't directly related to the update, but it's important to bring attention to the fact that currently, all the regional pricings for strive on steam have been removed out of nowhere, and as a result the base game and all the dlcs currently cost anywhere from x2 to x10 more for most regions outside NA and europe. This is a really big problem, so I'm leaving this comment to make people aware of this so it can get to arcsys's ears quickly, for them to fix it sooner rather than later
Its like 2 years after launch and no one watches this channel if they dont have the game. Idk who this was supposed to be for. Just go to G2A ffs if youre that broke
@@nlm7033 the comment is to make people aware of the problem because I don't see anyone talking about it even though it's a major issue and it's hurting the game quite a bit. The SA servers have dropped in player numbers because nobody can afford johnny down here, and I assume in other lower income regions the situation is the same, the game is gonna die in most developing countries if the prices don't get fixed. If enough people are talking about this arcsys will take notice and hopefully fix it
@@fatyoshi696 I was laughing about this awhile ago. People from rich countries are making fake accounts to get the game for cheap. That's why the prices have seen a big increase. It's so funny that the culture of colonization still lives strong. It really is fucked that a couple of kids from Europe taking advantage of cheaper prices in another country ruins it for everyone.
Ok I put it in the pinned comment but like, seriously, the universal changes are the biggest deal. Wild Assault is bananas and by itself will redefine matches more than any one single change the characters will get. Although... Nagoriyuki's changes are still pretty nutty lol
Noticed an important universal change missing: Charged dust now gives positive bonus upon landing a "finishing blow". ( Done by double tapping the last input in a dust combo ) It gives a lot more reason to fish for those cheeky charged dust reads. :)
nice that it's a way to actively grab Positive Bonus without needing the wall. it always felt strange to get charged dust and then land without anything but damage. Even though it takes a harder read than a corner combo
Since Roofle didn't really say... basically anything on Anji's new move in comparison to all of the other new moves, imma gush about how absolutely bat shit insane the funny fish slam is, because it makes the spin absolutely terrifying to beat out. Going over everything: -The fish grants a hard knockdown on hit, which on its own is huge, granting him easy access to butterfly oki off of spin -The fish outright beats light attacks, whereas before you could easily invalidate spin by using quick attacks -The fish outright beats most attempts from the opponent to steal their turn back with PRC. If they try to throw, they get bopped. If they try to attack, they get bopped. The only option you have to beat the fish after a PRC is do a fast RC into an invincible reversal, which is extremely costly for most characters and is incredibly tight timing wise -If you try to PRC and then block against the fish or use a projectile to trigger spin so you can block it, then you get guard crushed and Anji is left absurdly plus on block. In short: don't fuck with the spin, or you will be forced to deal with the fish
Do you think having the fish is better than trying to fish for big fujin counter set ups? Like having it more oriented around spin into fish/butterfly oki as opposed to read opponent and the get big counter fujin?
@@justingoersI’ve started strive and it was my first fighting game. I’ve enjoyed Anji immensely and climbed from 3F noob to a 6F competent player. What most important is playing a character you gel with while learning the game you can always swap when someone doesn’t meet your need anymore.
I am def not slept or well right now cause this video took like, a full day to make but its out now so I can rest lol, make sure to smash the like and subscribe button as the kids say
I feel like they wanted to reduce extreme damage from a lot of moves to compensate for not always having access to a blue burst if you use the new mechanics often. I think the idea is to keep the rounds lasting for about the same amount of time regardless (still fast but not getting absolutely obliterated for not having a burst).
Great video, but with Anji I think you might have understated how good fish is. Because it’s strike invulnerable and comes out so fast, it lets us set up butterfly oki off even spinning a jab and people who prc to punish when caught are much more manageable now. I think it’s a very healthy change overall 😊
Feel like you kinda undersold the value fish provides with Anji because if you land it that's a free meaty butterfly Also being able to convert off farS via held wild assault is amazing
Anjis fish really helps him out. People can no longer negate the spin with RC and throws since its invincible. The knock down also gives you perfect spacing for a meaty butterfly right after. Basically its something he should have had from the get go.
Key detail for stun dipper of Ky: He can now consistently meaty 5k out of it, massively improving is low resource pressure 5k being one of the best meaty buttons in the game, easily being +on block by itself if timed well. Numbers for Ky mains 5k has 8 active frames and is -2 on block at the earliest(so if you meaty on frame 5 of the active you would be +3) and it has a recovery of 6. So theoretically it can be safe meaty in most MU
Anji player here. Koi fish is absolutely silly. You can beat 5p prc throw with the koi fish, and if you are blocking it’s a guard crush, on hit it’s a hard knockdown which lets you set up butterfly and start pressure. No joke, fish may actually be, as implemented, one of the most important tools in anjis kit! Great video
Gotta say I love the implementation of Wild Assault just from my limited time playing with it. It feels like they really took the time to identify three different ways to use it and assign those three different ways based on the character’s needs. I haven’t personally seen a character given a type of wild rush that I felt was nonsensical for their character which is really cool. Shows they put thought into the mechanic.
Now they’ve really shaken up the core mechanics, I hope they pay more attention to individual characters from here on out. Characters who previously struggled like Anji and Faust seem to have awesome sauce from their new options and the new design space that the game is in. I think the closest it can get to perfect is with interesting new characters, and care taken to tweak and add to each character so that they all have viable and interesting options
It’ll also be very interesting to see how new moves will effect things. I’ve already heard how Anji’s fish is absolutely crazy for his spin. Don’t know for the other characters. Can’t wait to see what they do for the rest of the cast
The change to Ky’s Stun Dipper for the increase launch height is to compensate for the increased recovery. They didn’t want to make the same mistake they made with Leo 2D nerf where it had increased recovery but the launch height was the same, causing him to be less advantageous.
This Patch is a new fresh air to breathe with the universal nerf of damage to all characters supers and my boy Sin, Potemkin, Bedman recieve the buffs need it.
As a galaxy brain goofball to a simple grappler main, you've missed a few important aspects to Jack-O!: It should be noted that with Jack-O if you use Wild Assault at ANY time it calls back all your minions if they're out on the screen! It's not the end of the world per se, but it's definitely disappointing because it limits any unique uses of Wild Assault and lowers the amount of minion gimmicks you could've potentially done. 5K has a reduced launch rate which hurts quite a bit of her previous combos out of 5H Counter Hit tomfoolery. The buffs in my opinion sort of outweigh all this and I think there's much more interesting potential with the bomb guard crushes and minion defense launches.
I almost had a heart attack when I read the patch notes and at a glance saw "... Potemkin Buster ... Reduced Damage", and then I saw it was HPB that got the damage nerf. That kinda of sucks, but it's not the money maker, so I'm okay with that. The normal buffs are good and forward megafist getting a bounce is pretty great. The fact that no one used it purposefully outside of tacking on damage in certain comobos was a good enough indicator for arcsys to buff it.
nobody else seemed to mention it, but one of the main uses for the axl bomber change is to be used with wild assault, if you cancel his WA into the bomber it sends both you and the opponent flying
Very important: With Bedman, you can't mash jab out of his 2HS anymore. Unless you have an invincible reversal, his best forward advancing "neutral killer" move is much stronger now.
Thanks for continuing to cover Guilty Gear with the same quality as you have before. Great video and it summed up everything nicely for me as my eyes always glaze over a bit when I try to figure out the patch notes on my own.
Important note for Anji is that the spin follow up punishes jabs….JABS. And it is a hard KD that sets him up for butterfly oki. Like that is huge for him as when they took the hard KD from Kou (anti air special) Also WA (Wild assault) can be jump canceled. Small thing but important for some characters. Love your work Rooflemonger ❤
Your Strive videos helped me go from rank 5 in the tower all the way to celestial back when ArcSys did the first sale for Strive. Uni and work got in the way of actually playing fighting games for most of this year though, so it's time to watch your stuff as if I were studying for a test yet again. Thank you so much!
Thanks so much for this in-depth coverage of the patch. I saw so much dooming about the changes on social media, which I know is standard for when these kinds of patches are done, but it's still a relief to hear your more optimistic and seasoned perspective.
I don't expect non-Jack-O' players to have known, but probably the most impactful change to her was actually the 5k launch height nerf. It quite drastically limits her midscreen combo potential. Her damage and especially corner carry off of midscreen counterhits took a pretty big hit. Wild Assault might help with that, but it sucks to have to spend burst for something that used to be meterless.
I dabbled in Jack-o as a replacement main for Ram because I really enjoy the Valentines, but played Elphelt in Xrd. Wasn’t a huge fan of Ram. Eventually settled on Testament cuz they more like what I was hoping Ram would be. I totally feel this nerf though, and it sucks. I didn’t feel like she was too powerful and needed nerfs
Definitely seems like they’re trying to make Jack-O players focus on relying on minions for combos. Not a Jack-O player so don’t really know how good she is, but as long as they’re able to improve her minions and their mechanics, hopefully this nerf won’t be the worst thing
@@pian-0g445 I don't think it's super devastating, it just feels pretty bad. I was talking to Eddventure and he seems ready to drop the character over it, but he was also ready to drop the character two hours before winning CEO with her so we'll see.
Really like the shake-up. Getting Positive Bonus from the Dust stage transition is something I've wanted since the initial release, so it's almost weird to see it finally happen hah. My boy Axl didn't get much character specific changes, but his toolkit was already pretty sturdy and the new mechanics alone give him some great new stuff to work with.
From what I've seen, Anji's new move will basically chew through anything that isn't PRC into frame 1 reversal. If the opponent doesn't want to eat a hard knockdown and have to deal with Shitsu oki, they need to spend 50% to get Guard Crushed, spend 50% and need to acutely time a reversal if they even HAVE a F1 reversal, or 50% Tension + 50%/100% Burst to get Anji off of them. Spin to win.
as a bridget player, can confirm 6H juices combo routes 😍 in s2 i could not find a meterless 200+ damage combo for her myself, but immediately found one within a few minutes upon booting up s3
24:55 Rensen Winter Cherry is actually harder to Meaty now because of the tumble effect it now only works at certain distance and heights when it was more universal before.
I don't know if this has been posted already. The easy way to know which wild assault you character has. It leaves a trail with a different color Type 1 Wild assault is orange Type 2 is the blue one Type 3 is the white one
Arcsys really just looked at SF6 and said, "lemme copy your homework, don't worry I'll change it a little." It'll be wild to see what the GGST cast can do with definitely-not-drive-rush
On the millia 5k change, I'm p sure it's meant so that during juggles like 5k-6h loops, or catching backdashes with 5k will mean that she'll be able to more consistently combo off of it without the opponent slamming to the floor prematurely cuz of the gravity system in combos
They shall all fear the wrath of FISH. Seriously though that move is stupid good. It hits any kind of PRC mash, its throw invulnerable, it wins against jumpins and jabs, it ignores projectiles and it even guardcrushes. Theres no downside to it, the only way to punish it is to just not be in range (and the range is pretty good horizontally and as tall as the animation) or to fast PRC into something immediately invincible, which is spending 50% meter for unfavorable RPS. It doesnt combo but it gives a hard knockdown into butterfly setup
Visual guide FRICK YEAH, BABY! You have no idea (or maybe you have exactly the idea) of how annoying it is scrounging social media to try to find any visual references from people who actually understand what the changes mean. Like sure, I read, “A thing that May does is this way” and my never-played-a-charge-character ass has zero idea on what that means. LOL love these videos.
Honestly, i think the biggest significance of blue burst hitting full screen is that it prevents burstproof combis like from HC sthat hit full screen so you can't contest
Bandit bringer is a combo starter in corner btw. Revolver is now hits low profile too so that's pretty good. Kara fafnir with dash momentum straight up covers 80% of the screen. Overall he has been buffed quite a bit especially due to WA Stun edge buffs allow to use both versions in a combo. CSE specifically adds shitload of damage
The megafist change is a big deal. Before Potemkin was negative ON HIT, now if they get hit you can get a kara garuda that beats mashing, backdash, jumping, basically everything thats not an invinsible reversal.
Baiken really said "Say it with ya chest!" Fr I'm returning after playing a bit of Season 1 and this is a super helpful guide for me to keep track of the changes.
Just wanted to say thanks for always making high quality fgc content! You’ve been my primary link to the community for the past year or so and I truly value your content.
This wild I literally was thinking “I bet roofle will post something by today” looks on yt and at the top of my page 😂 always look forward to your guides
I think it has become really clear with Season 3 ArcSys wants to give GGST the GGSign treatment. Like Revelator and Rev 2 were MASSIVE changes to the game that eventually completely changed the feeling of the original iteration I think GGST is gonna evolve into something else but keeping its name this time. Then again, Thank you for that huge and well made video!
That Faust item eat is cool. Not sure how much it will actually help him, but I like it. HPB should do *increased* damage as a reward for actually being able to pull it off in a real match. Haven't touched Strive in quite a while, but the new mechanics do have me interested. Looks like this update is a big win overall.
As a Bedman player (currently), the new changes have made things much more VITAL to how I play the character, but also the nuance of forcing a player to Psyche Blue Burst now carries much more weight to it, since you can delay when they get their Burst back by a fair bit. I had some matches against Johnny and Sin, and the threat Johnny posed in Xrd feels "mostly gone" but he still has some threats once he gets started, which is the same for Bedman and virtually anyone else... this game now has building blocks for characters to mount offense OR defense now... and I'm so glad it's universal!
56:38 Youzansen's blowback is probably mostly a nerf, but it has a fun interaction with Wild Assault: If you hit a Youzansen, you can fully charge a wild assault to hit it meaty. If they block the wild assault, you get an S Kabari for free. If they get hit, well, you get a big combo for free. Basically, unless they have an invincible wakeup, they're instantly in the Baiken blender.
The anji fish is freaking amazing. Having your successful spin fucked by RC or throw is now in the past. If opponent presses a fast button and you spin it, just slap them with a fish. If opponent presses RC, slap then with a fish and continue. Previously spinning was basically digging your own grave. And every move spins. It was like teeth grinding pain when you successfully call out opponent pressing buttons, but they just RC and end the round twerking on your face for using the core Anji mechanic. Now it's no longer that.
I believe the specific Stun Dipper change was to nerf the recovery time so it was more punishable on block but they wanted to keep the same advantage on hit. So the “increased knockback” or whatever is basically just there to compensate for the increased recovery. Dustloop says the move is +20 advantage on hit for Ky, so they wanted to keep that same +20 frames on hit advantage even though they also wanted to make the move take longer to recover. They didn’t want to make the move like +18 on hit or something.
Pretty cool that in this update they added two characters (johnny and sin) And a little controversial but celebrated by some the removal of a character (zato) . Interesting how this plays out.
Before I watch the video my hot take is the Eddie nerf was in part to keep wild assault from making zato totally broken Edit: from playing I have found if you win round start you can spend wa to walk break, get oki, with pos bonus you have meter for sword super, sword super to get Eddie back, mix them again and kill. If he hadn’t changed WA would have made his pressure literally endless I feel like
For Ky players, the reduced horizontal blowback with his fireball is actually really good for combos (if you are close are RC into the player or wild assault)
I look forward to trying out the new mechanics with the newly buffed Potemkin. I wanna point out that the thing I appreciate about the Forward Megafist buff is it's actually advantage on a normal hit now. (old Forward Megafist used to be -2 ON NORMAL HIT)
Thing you missed for sin, his 2H now has less launch meaning he loses a combo in which he could Kara cancel out of an elk hunt into RTL and effectively carry his opponent to the other side of the stage for a walk break with only one tension bar, the elk hunt goes to far now meaning he now has to either Kara cancel earlier in the string which would mean he’d need to use another tension bar for RTLs 4th hit to get wall break.
Anji's fuujin finally got buffed! Namely by having 3 of its follow ups basically given to the normal blocksting of humble low tier character of Nagoryuki
That Anji new attack off of auto guard is better than it seems since its completely invlunerable to everything including grab and will punish basically everything including jabs, and if by some miracle they manage to guard it it'll guard crush. The new fan toss movement is also really nice since now if you move forward while doing it and get a counter hit you can combo off it with close slash.
Ky's stundipper launch height change was just to ensure he has the same oki option despite the longer recovery(meaty 5k, or CSE if in dragon install) .
As a ky main idk if I’d say this makes him better at poking. A big problem he’s always had is that fS and HS lose to 6P lol. Slowing down his 2S hurts a LOT
Awesome visual guide. I now know almost everything I need to know before jumping back into the game. Looking forward to how this new season is going to play out, especially at high level comp play. Also, what THE HELL were they thinking with 'buffing' Nago!? Lol I'm starting to think they want Nago, who is a new character in the GG series, to be a poster boy character, right along with Sol and Ky. I think they're very proud of what they've accomplished with him as a character and a fighter. So, I don't blame them. He is very freaking cool! Haha
That Mega Fisto buff is HUGE, just absolute madness. It will play very badly into my habits knowing that I can no longer be punished for hitting Mega Fist. It was so frustrating (Also, Giovanna's move is pronounced a bit like "shah-ve". Means "key", I guess "unlocking new potential". Though, curiously enough it's also used for screwdrivers and stuff =P)
As somewhat of a zato mains i disliked how in this game missmanaging the shadow seemed not so dramatic because of how fast the bar recovered. However having much more recovery for a lesser version of the old position switch(which in +r had some invincibility and didn't require to be in break the law state) which was already a bad gimmick in +r feels a bit heavy handed. I would like that in exchange they give us a bigger eddie bar. Yes it would mean bigger combo and even less playing for the defender opponent. However with some nerf to eddie's damage i think it would be fine as it seems logical that you get a better reward now that they've multiplied the risk by two. Plus even if the opponent is into the blender longer he is more heavily rewarded for getting out of it. As for the the new mechanics i don't know about the offensive one but the defensive mechanics seems to especially help but could also hurt him a lot more than other characters.
So glad to see the no counter on Rekkas. Was the most uninteresting, brain dead, and deadly thing to defend in Strive. Hold block and get reset and have to do it again, or challenge and maybe die from counter hit combo. No real strategy, no reactions, just guess. But then they went and gave Nago a basically free 50/50 on THE BEST ROUND START MOVE IN THE GAME?
I really wish they did what sf6 did and just tell us what the season pass characters are. I know it was probably because the entire roster was leaked but still. I know my main Akuma is coming next summer so I'll keep playing the game till he comes out. Haven't touched Strive since Testament got released, coping and waiting for Slayer.
Here we are with the big Visual Guide to the Season 3 Patch of Guilty Gear Strive! Everything Timestamped for your ease of use so skip around to what makes sense for you. PLEASE NOTE: The absolute biggest changes are the universal ones! Burst changes, the new Wild Assault and Deflect Shield are bigger than any one single character change, and will wind up being the most important addition to any character regardless of what they get! Many characters were not change too much with that in mind(mostly universal changes to damage and how scaling works), because of the reliance of the new mechanics. That said, enjoy the video and spare a like if you could because it sincerely helps!
Tell that to zato 😞 they massacred my boy
Will you do one for DBFZ?
This isn't directly related to the update, but it's important to bring attention to the fact that currently, all the regional pricings for strive on steam have been removed out of nowhere, and as a result the base game and all the dlcs currently cost anywhere from x2 to x10 more for most regions outside NA and europe. This is a really big problem, so I'm leaving this comment to make people aware of this so it can get to arcsys's ears quickly, for them to fix it sooner rather than later
Regional prices are getting smacked for no reason. Tekken 8 in my region costs more than minimum wage, Sadge!
Its like 2 years after launch and no one watches this channel if they dont have the game. Idk who this was supposed to be for. Just go to G2A ffs if youre that broke
That explain a lot, Season Pass 3 was pricier than the base game before. Thank you for the info.
@@nlm7033 the comment is to make people aware of the problem because I don't see anyone talking about it even though it's a major issue and it's hurting the game quite a bit. The SA servers have dropped in player numbers because nobody can afford johnny down here, and I assume in other lower income regions the situation is the same, the game is gonna die in most developing countries if the prices don't get fixed. If enough people are talking about this arcsys will take notice and hopefully fix it
@@fatyoshi696 I was laughing about this awhile ago. People from rich countries are making fake accounts to get the game for cheap. That's why the prices have seen a big increase. It's so funny that the culture of colonization still lives strong. It really is fucked that a couple of kids from Europe taking advantage of cheaper prices in another country ruins it for everyone.
Ok I put it in the pinned comment but like, seriously, the universal changes are the biggest deal. Wild Assault is bananas and by itself will redefine matches more than any one single change the characters will get. Although... Nagoriyuki's changes are still pretty nutty lol
My main getting all the more busted changes... Let him cook
Noticed an important universal change missing:
Charged dust now gives positive bonus upon landing a "finishing blow". ( Done by double tapping the last input in a dust combo )
It gives a lot more reason to fish for those cheeky charged dust reads. :)
derp I recorded that but I guess I didn't edit it in, my bad lol
nice that it's a way to actively grab Positive Bonus without needing the wall. it always felt strange to get charged dust and then land without anything but damage. Even though it takes a harder read than a corner combo
@@lyubit9841gold burst also gives it
If taking off half their health wasn't enough motivation. Most people still won't go for it at high level considering how risky it is.
Since Roofle didn't really say... basically anything on Anji's new move in comparison to all of the other new moves, imma gush about how absolutely bat shit insane the funny fish slam is, because it makes the spin absolutely terrifying to beat out. Going over everything:
-The fish grants a hard knockdown on hit, which on its own is huge, granting him easy access to butterfly oki off of spin
-The fish outright beats light attacks, whereas before you could easily invalidate spin by using quick attacks
-The fish outright beats most attempts from the opponent to steal their turn back with PRC. If they try to throw, they get bopped. If they try to attack, they get bopped. The only option you have to beat the fish after a PRC is do a fast RC into an invincible reversal, which is extremely costly for most characters and is incredibly tight timing wise
-If you try to PRC and then block against the fish or use a projectile to trigger spin so you can block it, then you get guard crushed and Anji is left absurdly plus on block.
In short: don't fuck with the spin, or you will be forced to deal with the fish
Do you think having the fish is better than trying to fish for big fujin counter set ups? Like having it more oriented around spin into fish/butterfly oki as opposed to read opponent and the get big counter fujin?
Is Anji a good beginner character? I've been looking to get back in the game.
@@justingoersI’ve started strive and it was my first fighting game. I’ve enjoyed Anji immensely and climbed from 3F noob to a 6F competent player. What most important is playing a character you gel with while learning the game you can always swap when someone doesn’t meet your need anymore.
Omg roofle. I hope you've slept and are well. The speed in which you bust these out is INSANE. much appreciated as always.
I am def not slept or well right now cause this video took like, a full day to make but its out now so I can rest lol, make sure to smash the like and subscribe button as the kids say
Roofle please go nap now
@@rooflemongeryour dedication to the craft is much appreciated
I feel like they wanted to reduce extreme damage from a lot of moves to compensate for not always having access to a blue burst if you use the new mechanics often. I think the idea is to keep the rounds lasting for about the same amount of time regardless (still fast but not getting absolutely obliterated for not having a burst).
Yeah, but they compensated for it with Wild Assault giving combo extensions for almost every character.
@@Ikenhauerbut wild assault does scale combos quite a bit. So it leaves the round length around the same, but it more active for the players
Great video, but with Anji I think you might have understated how good fish is. Because it’s strike invulnerable and comes out so fast, it lets us set up butterfly oki off even spinning a jab and people who prc to punish when caught are much more manageable now. I think it’s a very healthy change overall 😊
I always read the patch notes and have no idea what it means, so these videos are always a blessing 😂 thank you lord Roofle
Feel like you kinda undersold the value fish provides with Anji because if you land it that's a free meaty butterfly
Also being able to convert off farS via held wild assault is amazing
Anjis fish really helps him out. People can no longer negate the spin with RC and throws since its invincible. The knock down also gives you perfect spacing for a meaty butterfly right after. Basically its something he should have had from the get go.
It also has guard break so PRC and block isnt even a good option
Key detail for stun dipper of Ky: He can now consistently meaty 5k out of it, massively improving is low resource pressure
5k being one of the best meaty buttons in the game, easily being +on block by itself if timed well.
Numbers for Ky mains
5k has 8 active frames and is -2 on block at the earliest(so if you meaty on frame 5 of the active you would be +3) and it has a recovery of 6. So theoretically it can be safe meaty in most MU
Anji player here. Koi fish is absolutely silly.
You can beat 5p prc throw with the koi fish, and if you are blocking it’s a guard crush, on hit it’s a hard knockdown which lets you set up butterfly and start pressure. No joke, fish may actually be, as implemented, one of the most important tools in anjis kit! Great video
Klaige made a video explaining it better then I ever could
Gotta say I love the implementation of Wild Assault just from my limited time playing with it.
It feels like they really took the time to identify three different ways to use it and assign those three different ways based on the character’s needs. I haven’t personally seen a character given a type of wild rush that I felt was nonsensical for their character which is really cool.
Shows they put thought into the mechanic.
I watched a video explaining Anji's new Koi fish move. Its actually stupid good once you understand all of the properties it has.
Now they’ve really shaken up the core mechanics, I hope they pay more attention to individual characters from here on out. Characters who previously struggled like Anji and Faust seem to have awesome sauce from their new options and the new design space that the game is in. I think the closest it can get to perfect is with interesting new characters, and care taken to tweak and add to each character so that they all have viable and interesting options
It’ll also be very interesting to see how new moves will effect things. I’ve already heard how Anji’s fish is absolutely crazy for his spin. Don’t know for the other characters.
Can’t wait to see what they do for the rest of the cast
The change to Ky’s Stun Dipper for the increase launch height is to compensate for the increased recovery. They didn’t want to make the same mistake they made with Leo 2D nerf where it had increased recovery but the launch height was the same, causing him to be less advantageous.
This Patch is a new fresh air to breathe with the universal nerf of damage to all characters supers and my boy Sin, Potemkin, Bedman recieve the buffs need it.
Worth mentioning, jackos change to FED is actually a huge buff since it's now an actual reversal
Honestly whether or not it's a bad thing depends if you can hit people in the air with it now. I haven't really planned it yet.
@@spicyluvsyou you can hit people in the air. It's a normal strike
As a galaxy brain goofball to a simple grappler main, you've missed a few important aspects to Jack-O!: It should be noted that with Jack-O if you use Wild Assault at ANY time it calls back all your minions if they're out on the screen! It's not the end of the world per se, but it's definitely disappointing because it limits any unique uses of Wild Assault and lowers the amount of minion gimmicks you could've potentially done.
5K has a reduced launch rate which hurts quite a bit of her previous combos out of 5H Counter Hit tomfoolery. The buffs in my opinion sort of outweigh all this and I think there's much more interesting potential with the bomb guard crushes and minion defense launches.
I almost had a heart attack when I read the patch notes and at a glance saw "... Potemkin Buster ... Reduced Damage", and then I saw it was HPB that got the damage nerf. That kinda of sucks, but it's not the money maker, so I'm okay with that. The normal buffs are good and forward megafist getting a bounce is pretty great. The fact that no one used it purposefully outside of tacking on damage in certain comobos was a good enough indicator for arcsys to buff it.
Millia got the monkey's paw of the century, she finally got a good defensive option but that same defensive option completely negates her oki
nobody else seemed to mention it, but one of the main uses for the axl bomber change is to be used with wild assault, if you cancel his WA into the bomber it sends both you and the opponent flying
They lowered the overall damage in preparation for Slayers arrival, so that the massive damage he's gonna dish out stands out
Very important: With Bedman, you can't mash jab out of his 2HS anymore. Unless you have an invincible reversal, his best forward advancing "neutral killer" move is much stronger now.
Thanks for continuing to cover Guilty Gear with the same quality as you have before. Great video and it summed up everything nicely for me as my eyes always glaze over a bit when I try to figure out the patch notes on my own.
Important note for Anji is that the spin follow up punishes jabs….JABS. And it is a hard KD that sets him up for butterfly oki. Like that is huge for him as when they took the hard KD from Kou (anti air special)
Also WA (Wild assault) can be jump canceled. Small thing but important for some characters.
Love your work Rooflemonger ❤
Your Strive videos helped me go from rank 5 in the tower all the way to celestial back when ArcSys did the first sale for Strive.
Uni and work got in the way of actually playing fighting games for most of this year though, so it's time to watch your stuff as if I were studying for a test yet again. Thank you so much!
🙏
Thanks so much for this in-depth coverage of the patch. I saw so much dooming about the changes on social media, which I know is standard for when these kinds of patches are done, but it's still a relief to hear your more optimistic and seasoned perspective.
I don't expect non-Jack-O' players to have known, but probably the most impactful change to her was actually the 5k launch height nerf. It quite drastically limits her midscreen combo potential. Her damage and especially corner carry off of midscreen counterhits took a pretty big hit. Wild Assault might help with that, but it sucks to have to spend burst for something that used to be meterless.
I dabbled in Jack-o as a replacement main for Ram because I really enjoy the Valentines, but played Elphelt in Xrd. Wasn’t a huge fan of Ram. Eventually settled on Testament cuz they more like what I was hoping Ram would be.
I totally feel this nerf though, and it sucks. I didn’t feel like she was too powerful and needed nerfs
Definitely seems like they’re trying to make Jack-O players focus on relying on minions for combos.
Not a Jack-O player so don’t really know how good she is, but as long as they’re able to improve her minions and their mechanics, hopefully this nerf won’t be the worst thing
@@pian-0g445 I don't think it's super devastating, it just feels pretty bad. I was talking to Eddventure and he seems ready to drop the character over it, but he was also ready to drop the character two hours before winning CEO with her so we'll see.
thanks for putting these out! i always look forward to these whenever a new patch drops.
52:03 I know this has nothing to do with balance but I absolutely love the loud metallic “BONK” when jack-o’s super gets blocked xD
“Visual Guide” has bridget nago testament baiken in the thumbnail
I am certainly being guided visually
Roofle put out a S3 guide, now I can finally play GGST again and understand what’s going on.
Appreciate your channel I've recently gotten into fighting games again after a long hiatus 👍
Really like the shake-up. Getting Positive Bonus from the Dust stage transition is something I've wanted since the initial release, so it's almost weird to see it finally happen hah. My boy Axl didn't get much character specific changes, but his toolkit was already pretty sturdy and the new mechanics alone give him some great new stuff to work with.
From what I've seen, Anji's new move will basically chew through anything that isn't PRC into frame 1 reversal. If the opponent doesn't want to eat a hard knockdown and have to deal with Shitsu oki, they need to spend 50% to get Guard Crushed, spend 50% and need to acutely time a reversal if they even HAVE a F1 reversal, or 50% Tension + 50%/100% Burst to get Anji off of them.
Spin to win.
as a bridget player, can confirm 6H juices combo routes 😍 in s2 i could not find a meterless 200+ damage combo for her myself, but immediately found one within a few minutes upon booting up s3
24:55 Rensen Winter Cherry is actually harder to Meaty now because of the tumble effect it now only works at certain distance and heights when it was more universal before.
Dude bless your heart for these visual aid vids 🙏🏿
I don't know if this has been posted already.
The easy way to know which wild assault you character has.
It leaves a trail with a different color
Type 1 Wild assault is orange
Type 2 is the blue one
Type 3 is the white one
Thank you for this video. I tried to read it all, but I havent played this game since Testaments release so imma a little behind on whats going on.
Arcsys really just looked at SF6 and said, "lemme copy your homework, don't worry I'll change it a little." It'll be wild to see what the GGST cast can do with definitely-not-drive-rush
It's not drive rush because it attacks for you obviously smh.
Yeah. This ain’t drive rush, this is strive rush.
@@colingaul9579that's good. Like if it wouldn't piss off ASW immensely I would say that tournament commentators should call it that lol
Guilty gear had this thing called blitz shield before and now they just split it in half
On the millia 5k change, I'm p sure it's meant so that during juggles like 5k-6h loops, or catching backdashes with 5k will mean that she'll be able to more consistently combo off of it without the opponent slamming to the floor prematurely cuz of the gravity system in combos
The Axl Bomber Momentum change is mostly for After wild assault
giovanna mains are EATING
Ah yes. Every time there's a new patch i always just wait for your great videos to get a much better idea of what changed. Keep up the great work
Thank you so much for making these whenever a patch comes out! You're the best to do it
They shall all fear the wrath of FISH.
Seriously though that move is stupid good. It hits any kind of PRC mash, its throw invulnerable, it wins against jumpins and jabs, it ignores projectiles and it even guardcrushes. Theres no downside to it, the only way to punish it is to just not be in range (and the range is pretty good horizontally and as tall as the animation) or to fast PRC into something immediately invincible, which is spending 50% meter for unfavorable RPS. It doesnt combo but it gives a hard knockdown into butterfly setup
you can just prc backwards to evade it and punish. it's still a great move though
@@kesitron9302 yep, and that's spending 50 meter for unfavorable RPS. It's totally beatable but damn if its not kinda strict
Visual guide FRICK YEAH, BABY!
You have no idea (or maybe you have exactly the idea) of how annoying it is scrounging social media to try to find any visual references from people who actually understand what the changes mean.
Like sure, I read, “A thing that May does is this way” and my never-played-a-charge-character ass has zero idea on what that means. LOL love these videos.
Excellent vid. Aside from Nago getting some crazy mix up options the new patch was awesome imo. I hope you'll do one on the new DBFZ patch soon.
Honestly, i think the biggest significance of blue burst hitting full screen is that it prevents burstproof combis like from HC sthat hit full screen so you can't contest
Bandit bringer is a combo starter in corner btw. Revolver is now hits low profile too so that's pretty good. Kara fafnir with dash momentum straight up covers 80% of the screen. Overall he has been buffed quite a bit especially due to WA
Stun edge buffs allow to use both versions in a combo. CSE specifically adds shitload of damage
The megafist change is a big deal. Before Potemkin was negative ON HIT, now if they get hit you can get a kara garuda that beats mashing, backdash, jumping, basically everything thats not an invinsible reversal.
Baiken really said "Say it with ya chest!"
Fr I'm returning after playing a bit of Season 1 and this is a super helpful guide for me to keep track of the changes.
The axl bomber momentum change applies with wild assault combos, enables a lot of corner travel when converting.
Just wanted to say thanks for always making high quality fgc content! You’ve been my primary link to the community for the past year or so and I truly value your content.
This wild I literally was thinking “I bet roofle will post something by today” looks on yt and at the top of my page 😂 always look forward to your guides
I think it has become really clear with Season 3 ArcSys wants to give GGST the GGSign treatment. Like Revelator and Rev 2 were MASSIVE changes to the game that eventually completely changed the feeling of the original iteration I think GGST is gonna evolve into something else but keeping its name this time.
Then again, Thank you for that huge and well made video!
Just wanted to mention a huge Sin change!!!
Kara cancelling into super no longer uses stamina! His combos into super are less expensive
That Faust item eat is cool. Not sure how much it will actually help him, but I like it.
HPB should do *increased* damage as a reward for actually being able to pull it off in a real match.
Haven't touched Strive in quite a while, but the new mechanics do have me interested. Looks like this update is a big win overall.
I can't believe they removed Canada from the game by making it impossible to burst too high.
*FINALLY!!!!* I've been waiting for you to drop this, so I can get a clear succinct explanation of all the changes in S3.
As a Bedman player (currently), the new changes have made things much more VITAL to how I play the character, but also the nuance of forcing a player to Psyche Blue Burst now carries much more weight to it, since you can delay when they get their Burst back by a fair bit. I had some matches against Johnny and Sin, and the threat Johnny posed in Xrd feels "mostly gone" but he still has some threats once he gets started, which is the same for Bedman and virtually anyone else... this game now has building blocks for characters to mount offense OR defense now... and I'm so glad it's universal!
Man the work you’ve been putting in for the past few years has been ridiculous!
All I wanted from Strive season 3 was defense and frame data. I got the defense I wanted. Is it really so hard to add frame data to training mode?
56:38 Youzansen's blowback is probably mostly a nerf, but it has a fun interaction with Wild Assault: If you hit a Youzansen, you can fully charge a wild assault to hit it meaty. If they block the wild assault, you get an S Kabari for free. If they get hit, well, you get a big combo for free.
Basically, unless they have an invincible wakeup, they're instantly in the Baiken blender.
The anji fish is freaking amazing. Having your successful spin fucked by RC or throw is now in the past. If opponent presses a fast button and you spin it, just slap them with a fish. If opponent presses RC, slap then with a fish and continue.
Previously spinning was basically digging your own grave. And every move spins. It was like teeth grinding pain when you successfully call out opponent pressing buttons, but they just RC and end the round twerking on your face for using the core Anji mechanic. Now it's no longer that.
With the reduced recovery, CH 5H, slide head, hammerfall is a combo now.
I believe the specific Stun Dipper change was to nerf the recovery time so it was more punishable on block but they wanted to keep the same advantage on hit.
So the “increased knockback” or whatever is basically just there to compensate for the increased recovery. Dustloop says the move is +20 advantage on hit for Ky, so they wanted to keep that same +20 frames on hit advantage even though they also wanted to make the move take longer to recover. They didn’t want to make the move like +18 on hit or something.
Pretty cool that in this update they added two characters (johnny and sin)
And a little controversial but celebrated by some the removal of a character (zato) . Interesting how this plays out.
Rekkas not doing big counter-hits makes sense but they probably should have kept them for the last attacks in each rekka, at the very least for Anji.
Man, Nagoriyuki is looking like a menace with the mix up options. In the right situation he's gone be a bulldozer
I feel like weight system's appropriate for Virtua Fighter, but no other series should try 😂
Before I watch the video my hot take is the Eddie nerf was in part to keep wild assault from making zato totally broken
Edit: from playing I have found if you win round start you can spend wa to walk break, get oki, with pos bonus you have meter for sword super, sword super to get Eddie back, mix them again and kill. If he hadn’t changed WA would have made his pressure literally endless I feel like
For Ky players, the reduced horizontal blowback with his fireball is actually really good for combos (if you are close are RC into the player or wild assault)
I look forward to trying out the new mechanics with the newly buffed Potemkin. I wanna point out that the thing I appreciate about the Forward Megafist buff is it's actually advantage on a normal hit now. (old Forward Megafist used to be -2 ON NORMAL HIT)
Thing you missed for sin, his 2H now has less launch meaning he loses a combo in which he could Kara cancel out of an elk hunt into RTL and effectively carry his opponent to the other side of the stage for a walk break with only one tension bar, the elk hunt goes to far now meaning he now has to either Kara cancel earlier in the string which would mean he’d need to use another tension bar for RTLs 4th hit to get wall break.
thanks been waiting for this. i for damn sure wasn't gonna figure out what all these creeps did by myself
Anji's fuujin finally got buffed! Namely by having 3 of its follow ups basically given to the normal blocksting of humble low tier character of Nagoryuki
Thanks for the break down, very helpful, as ever! I'm loving the changes, it's definitely bringing a breath of fresh air to a game I already loved!
axl bomber out of wild assault sends you FLYING into their face
ahh so thats the momentum change lol
@@rooflemonger its incredibly fun suddenly throwing both you and the other person across the screen
That Anji new attack off of auto guard is better than it seems since its completely invlunerable to everything including grab and will punish basically everything including jabs, and if by some miracle they manage to guard it it'll guard crush. The new fan toss movement is also really nice since now if you move forward while doing it and get a counter hit you can combo off it with close slash.
I think it looses against PRC into reversal, but not 100% sure
@@Gronalak I didn't think about that, I'll have to lab it.
@@GronalakIt does... with _very_ good timing.
I like that you title your videos like a normal person.
Ky's stundipper launch height change was just to ensure he has the same oki option despite the longer recovery(meaty 5k, or CSE if in dragon install) .
As a ky main idk if I’d say this makes him better at poking. A big problem he’s always had is that fS and HS lose to 6P lol. Slowing down his 2S hurts a LOT
thanks as always rooflemonger, always helping me catch up to date to every fighting game
Awesome visual guide. I now know almost everything I need to know before jumping back into the game.
Looking forward to how this new season is going to play out, especially at high level comp play.
Also, what THE HELL were they thinking with 'buffing' Nago!? Lol
I'm starting to think they want Nago, who is a new character in the GG series, to be a poster boy character, right along with Sol and Ky.
I think they're very proud of what they've accomplished with him as a character and a fighter. So, I don't blame them. He is very freaking cool! Haha
11:24 another thing about burst is the fact that during dust jump, even if you block it you get hit by extra blockstun and can't punish
Love Wild Assault. Nago buffs were just too much compared to other characters.
i'm a really big fan of this patch and loving bridget as always
That Mega Fisto buff is HUGE, just absolute madness. It will play very badly into my habits knowing that I can no longer be punished for hitting Mega Fist. It was so frustrating
(Also, Giovanna's move is pronounced a bit like "shah-ve". Means "key", I guess "unlocking new potential". Though, curiously enough it's also used for screwdrivers and stuff =P)
Thanks Rooflemonger! Looking forward to your Season 3 GG content to come!
As somewhat of a zato mains i disliked how in this game missmanaging the shadow seemed not so dramatic because of how fast the bar recovered. However having much more recovery for a lesser version of the old position switch(which in +r had some invincibility and didn't require to be in break the law state) which was already a bad gimmick in +r feels a bit heavy handed. I would like that in exchange they give us a bigger eddie bar. Yes it would mean bigger combo and even less playing for the defender opponent. However with some nerf to eddie's damage i think it would be fine as it seems logical that you get a better reward now that they've multiplied the risk by two. Plus even if the opponent is into the blender longer he is more heavily rewarded for getting out of it. As for the the new mechanics i don't know about the offensive one but the defensive mechanics seems to especially help but could also hurt him a lot more than other characters.
My man with the info we all need as usual. Thank you so much for getting this out with all the Mk1 stuff going on. Hope you’re sleeping bro
You truly are the GOAT of the fgc! Thanks for this video, I really appreciate it!
So glad to see the no counter on Rekkas. Was the most uninteresting, brain dead, and deadly thing to defend in Strive. Hold block and get reset and have to do it again, or challenge and maybe die from counter hit combo. No real strategy, no reactions, just guess.
But then they went and gave Nago a basically free 50/50 on THE BEST ROUND START MOVE IN THE GAME?
Rooflemonger always here to make sense of things when I don't get the patch notes
I hope they add the 3rd King Daryl. I kinda want him to be a Dual dagger user.
I really wish they did what sf6 did and just tell us what the season pass characters are. I know it was probably because the entire roster was leaked but still. I know my main Akuma is coming next summer so I'll keep playing the game till he comes out. Haven't touched Strive since Testament got released, coping and waiting for Slayer.