The New Most Controversial Mechanic In Guilty Gear

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  • Опубликовано: 10 июл 2024
  • #fightinggames #guiltygear #guiltygearstrive
    If there's one thing Guilty Gear players are talking about, it's about how much the new mechanic, Wild Assault, has changed the game for the worse. Let's look at the mechanic, what people don't like about it, and what could be done.
    0:00 - intro
    0:50 - wild assault types and properties
    4:38 - why people think it's broken
    8:46 - what people want changed about wild assault
    9:24 - what I want changed and how I feel about the mechanic
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Комментарии • 201

  • @arachnofiend2859
    @arachnofiend2859 7 месяцев назад +130

    Between Wild Assault and Drive Rush getting to start the round with resource is really turning out to be a "love sowing/hate reaping" situation huh

    • @Ramsey276one
      @Ramsey276one 7 месяцев назад +3

      Interesting way of saying it...

    • @TenjinZekken
      @TenjinZekken 7 месяцев назад

      How is DR relevant here. It didn't carry over between rounds, only Super Guage.

    • @toosquare
      @toosquare 7 месяцев назад +13

      @@TenjinZekken You start every round with full drive gauge

    • @lisamemeson
      @lisamemeson 4 месяца назад

      @@TenjinZekkenbrain dead can't read between the lines commentor found.

  • @spencerl.9859
    @spencerl.9859 7 месяцев назад +99

    I feel like WA and season 3 in general has exasperated an issue of haves and have nots amongst the cast. Whereas some characters have whack shit that makes the game fun (and snowbally) on their end, those without barely feel like they can play effectively anymore.

    • @blacktoastmcbiscut8650
      @blacktoastmcbiscut8650 7 месяцев назад +2

      Getting blown up as chipp is as fun as his mix up. Wack fun shit.

  • @NemSumeragi
    @NemSumeragi 7 месяцев назад +59

    I think its pretty ham that Super and WA wallbreak both give HKD and Positive Bonus.
    Could be an interesting change if only one gives HKD and the other gives Positive.

    • @eebbaa5560
      @eebbaa5560 7 месяцев назад +26

      super should give hkd and positive but WA should only give hkd. they could also adjust positive bonus so that it gives back less burst

    • @henriquerodrigues7795
      @henriquerodrigues7795 7 месяцев назад

      ​@@eebbaa5560taking out the burst gain would also present you with a choice of like, do I wanna spend a WA for the combo or for the wall break and have access to it again after the wall break. Right now you don't even really think about it, just use it twice cuz positive is gonna give you one back after the break.

    • @ThaMxUp
      @ThaMxUp 7 месяцев назад +2

      you get positive from breaking the wall, if they put that behind super or WA then there would no longer be any reward for just breaking the wall, combined with the opponent getting a chunk of burst back it would be more of a reward to the opponent for getting themselves pushed to the corner than you for pushing them there. Like your corner pressure stops and they get to get back to neutral and get a not unsignificant chunk of burst back meanwhile if you broke wall with a normal attack you get..... a bit of extra damage to the end of your combo and not much else

  • @Mr.Faust3
    @Mr.Faust3 7 месяцев назад +125

    There are definitely moments in the game where WA is too snowbally but then I remember that characters like HC and Asuka can win off burst and I immediately shut off any hate for WA
    I also personally think positive shouldn’t give back burst gauge

    • @eebbaa5560
      @eebbaa5560 7 месяцев назад +10

      the entire point of positive bringing back burst gauge is to allow you to use the burst mechanics.

    • @Mr.Faust3
      @Mr.Faust3 7 месяцев назад +36

      @@eebbaa5560 yeah but that also leads to the snowballing that everyone complains about it also takes away a resource from your opponent and there’s no real decision making with breaking the wall with WA cause you get it back so fast

    • @ExecutionerThel
      @ExecutionerThel 7 месяцев назад +10

      exactly how I’m feeling Burst shouldn’t recharge so much on positive and by that token burst shouldn’t be granted on wall splat

    • @HellecticMojo
      @HellecticMojo 7 месяцев назад +26

      ​@@ExecutionerThelburst being granted on wallsplat makes sense though. It discourages slumping, and it's a comeback mechanic in a game people currently call too snowbally.

    • @eebbaa5560
      @eebbaa5560 7 месяцев назад +4

      @@Mr.Faust3 yeah but if it didn’t give you burst then you just wouldn’t get to use burst or wild assault as much in a game which doesn’t make sense. the reasonable solution would be to adjust positive bonus to give back less burst, not remove it altogether.

  • @jackcrowley2021
    @jackcrowley2021 7 месяцев назад +12

    It should be noted that: after the first few frames, the charged White WA does have complete invincibility: it even bypasses supers! (Though some of these just result in a sort of “non interaction” state)

  • @aganaom1712
    @aganaom1712 7 месяцев назад +31

    i like what WA adds to the game overall but it's clear that red is overtuned
    i'm still of the opinion that it's current proration isn't severe enough given it's current upsides. i want to see it brought down to 80% initial at a minimum. part of me still thinks that shifting it's proration type from initial to forced is also a good idea but maybe it's better to be less heavy handed about it out of the gate.
    i also still think it preserves way too much momentum on follow up attacks but that's something that maybe can be addressed later

    • @IfWhatYes
      @IfWhatYes 7 месяцев назад +1

      The risc consumption on WA is massive already. Adding forced proration would barely do anything, especially if you start the combo with a low S button or overhead

    • @kerbonaut2059
      @kerbonaut2059 7 месяцев назад +1

      It has to be forced. Initial proration doesnt matter for mid combo extensions and it has the single highest risc decay of any strike at 3000. Any WA combo is hella scaled.

    • @ckorp666
      @ckorp666 Месяц назад

      the momentum thing is wild, if you're in the corner and get the other player to block LITERALLY ANYTHING u can red WA and hold 9 to just zoom over their head and escape the corner. i love abusing this but it feels wrong

  • @JohnXuandou
    @JohnXuandou 7 месяцев назад +10

    I think making red WA slower and cutting out the new routes it allows for is not the right move personally. That's like the big thing that people like about it and what it does for the game. I think it needs to have some other downside to mitigate how easy it is to implement and how characters with it tend to rebuild their resources faster, both meter and burst thanks to the new Positive Bonus changes. If not taking burst on hit/block is a nonstarter for you, I think red WA needs something like the burst meter recharges slower after using it so you have to consider your red WA usage more carefully. Right now as is, there's not a huge amount of reason to not just let it rip whenever, you close distance super easily, you put yourself in an arvantageous position, if it hits you confirm into more damage, you take burst, it has too much reward for how comparatively little risk it has.

  • @jetostream
    @jetostream 7 месяцев назад +9

    I feel like the only thing they have to change, is to make Positive Bonus not regenerate Burst. It will make people think more about spending WA in the first place and get rid of silly strategies like stalling winning rounds to get resources back for the next one.

  • @DirtySloth69
    @DirtySloth69 7 месяцев назад

    Almost 100k subs! Cheering for you!

  • @stratolyssa8033
    @stratolyssa8033 7 месяцев назад +17

    ive heard a lotta different takes about wild assault and this is the only one that recognizes how stealing burst on block is important to prevent burst into win from fullscreen

  • @simplyeyeronic1443
    @simplyeyeronic1443 7 месяцев назад +1

    I think something not mentioned about the snowball factor is how wa combos can give much more meter as a reward.
    Amd then your usually wallbroken or about to wallbreak, so they immediately get to 50 tension even without doing any extra pressure.
    Like, i can get probably about 40% meter off a pretty simple hs confirm on leo

  • @adtimus
    @adtimus 7 месяцев назад +5

    I think they should try implementing Burst Gain Penalty after using WA, BB, or GB

  • @evilded2
    @evilded2 7 месяцев назад +5

    Discussion about solutions is typically much less productive than articulating issues. A lot of people in the comments trying to talk about how they would change something so you gotta reverse engineer what their issue is.

  • @coolfish420
    @coolfish420 7 месяцев назад +11

    I get that White WA is od on nago roundstart, but it really helps as a get in tool against hard matchups like Axl or HC. I'm not sure how you'd change it since Nago is just great at conversions anyways.

    • @setchi1629
      @setchi1629 7 месяцев назад +4

      "hard matchups"

    • @coolfish420
      @coolfish420 7 месяцев назад

      @@setchi1629 🤓

    • @HellecticMojo
      @HellecticMojo 7 месяцев назад +21

      ​@@setchi1629it is. Just because you don't like Nago, doesn't mean he's free.

    • @shiranaisekai5363
      @shiranaisekai5363 7 месяцев назад +15

      @@setchi1629it is in fact a hard match up.

    • @eebbaa5560
      @eebbaa5560 7 месяцев назад +2

      @@HellecticMojo nago is probably the most free character in the game lol

  • @parryappreciator2119
    @parryappreciator2119 7 месяцев назад +8

    This solution feels really off to me, because it hits the characters who desperately need red wa the hardest, especially Testament. It would also homogenize red and blue wa far too much. Wouldn't just moving characters to blue wa effectively do the same thing? or would that just be too many characters having blue wa?

    • @marzipancutter8144
      @marzipancutter8144 7 месяцев назад +2

      Depends on what the devs think about those characters. Even if some characters are too strong with red, switching them to blue might go against how their intended playstyle for those characters. Presumably, the reason why they came up with different WAs means they were probably very deliberate about not wanting those characters to get the guard crush.

    • @prachetasnayse9709
      @prachetasnayse9709 7 месяцев назад

      Ok I a confused but what does WA stand for here? 😂

    • @marzipancutter8144
      @marzipancutter8144 7 месяцев назад +1

      @@prachetasnayse9709 Just short for Wild assault, it's the name of the burst meter attack.

    • @prachetasnayse9709
      @prachetasnayse9709 7 месяцев назад

      @@marzipancutter8144 oh good lord I haven’t played this game in so long cause my pc busted as hell. I only play Nago and Baiken 😂

    • @marzipancutter8144
      @marzipancutter8144 7 месяцев назад +1

      ​@@prachetasnayse9709 They added it when Johnny dropped. Honestly I kind of stopped messing with the game after that, not because it's bad or anything, just lost track of things.

  • @PetSonoDog-iq6rq
    @PetSonoDog-iq6rq 7 месяцев назад

    I think that an underrated way that this type of snowballing would be broken is bed, because he already gains crazy momentum on block and WA makes it way worse. He deals tons of chip damage, takes tons of resources, and has good oki. By getting consistent access to this insane momentum building, some bed matches look simply unreal; there was one match where it ended in about a min. Bed was already good at looping pressure, even without positive. Him being now able to just shut out defensive burst options with a guard crushing WA, this is on top of having TWO Garuda moves, one is a projectile and one hits mid range with a hard knockdown, and also gets big combos on counter. I know he isn’t a top tier, but he was already good at gaining meter, and taking resources not with mix, but with chip.

  • @GammaFGC
    @GammaFGC 7 месяцев назад +2

    I think getting rid of WA removing burst on block would be good for the game, losing hkd on wallbreak would also make the player choose between hkd with super or removing burst and returning to neutral with WA wallbreak.
    I do agree that orange WA is prob abit overuned but i feel like the above changes would be enough to make it more balanced withought having to slow it down.
    in terms of White WA id like the invul to kick in 2 frames later so that characters would be able to challenge it at roundstart instead of being forced to either hard call it out or opt for deffensive roundstart, although again white WA not taking burst on block would prob make the roundstart situation better in itself since you would still have your burst after blocking it to get out of pressure.The fact that characters like nago and gold can do roundstart WWA and then go into their pressure while taking away your only way to deal with it at roundstart is abit too stupid imo,
    Asuming the first 2 changes to WA happen i can see them making blue WA faster to 18f instead of 20 so youd be able to get access to your setplay gapless off lvl 4 normals which would make it more usefull overall.

  • @Invarus
    @Invarus 7 месяцев назад +1

    If some characters didn't benefit so heavily from bursting to get space, would your position change on whether WA should reduce burst on block?

  • @sleepi8454
    @sleepi8454 7 месяцев назад +2

    I dont think you should get your burst back from positive bonus. It makes going for a wild assault wall break a no brainer, as using it for a super wallbreak will guarantee a return in your burst most of the time. Thoughts?

  • @I_recommend_suicide
    @I_recommend_suicide 7 месяцев назад +4

    The LK take is pretty much right on this time imo, "red" WA is the problem and it'll be a shame if the others catch strays fixing it.
    All the stuff people complain about (losing burst on block, hkd etc) is honestly fine when you dont get it from literally any stray hit

  • @trapOrdoom
    @trapOrdoom 7 месяцев назад +1

    The salt and pepper look is crazy, how old is LK? He grew so much gray hair in the past 2 years, but it looks great tbh. Kinda reminds me of a darker OBJ lmao.

  • @firaelle6962
    @firaelle6962 7 месяцев назад

    How do you have frame data in training mode?
    Is that a setting or mod?

  • @blues2270
    @blues2270 7 месяцев назад +1

    Cool video. Haven't been paying attention but I see why people don't like the mechanic. Its interesting they gave people meter at the start like melty and sf6 when meter is stronger in GG.

  • @l1k32
    @l1k32 7 месяцев назад +1

    I personally think they need to take away positive bonus on WA wallbreak instead give like 25% meter on wallbreak in exchange for using burst and maybe not have WA take burst on block.

  • @mikaelluca8827
    @mikaelluca8827 7 месяцев назад

    How did you managed to show the frame advantage on the training mode?

  • @IfWhatYes
    @IfWhatYes 7 месяцев назад +1

    I think increasing player and wall health could help the snowballing. Supers could force wallbreak at anytime to cash out the positive bonus but random WA combos from roundstart wouldnt get you it immediately making using it more of a risk

    • @IfWhatYes
      @IfWhatYes 7 месяцев назад +1

      Also red rc could deal a little wall damage to help wall break. Basically just force 50 meter to be spent if you wanna wallbreak from things that aren't large counterhits in a single combo. Combined with the risc changes that give you more meter, escaping the corner pressure could get you positive easier than the opponent

  • @XEN0CRACY
    @XEN0CRACY 7 месяцев назад +1

    I'm not particularly good as strive but here's my 2 cents.
    Red WA should either (as LK said) have a longer startup OR it should have significant knockback on hit (talking like burst knockback) and leave off with a knockdown.
    Parry needs a slight buff: if you parry attacks that gaurd crush, you should not be gaurd crushed in your parry, you should be able to act as usual, making you plus. (the rest of parry is fine tbh, it's not meant to be used super often, the game thrives on attack not defence)

  • @dracocrusher
    @dracocrusher 7 месяцев назад

    I think lowering the burst gauge reduction is pretty fair. I love that Wild Assault exists and I think it's honestly a pretty cool mechanic. You're basically giving people more pressure options as a universal option, which means that you get more potential combo and conversion strings, right? And that's something I think people have been pushing for since the game launched. So you still get the really big setup-heavy gameplay, but you still have those more flashy combo options. It's just tied to a resource you might need if your opponent breaks out of your pressure, right? So it comes with a bit of risk/reward if you can't guarantee the wall break.

  • @cj8494
    @cj8494 7 месяцев назад

    Can you brc into an air move after a backlash after wild assault?

  • @TechSY730
    @TechSY730 7 месяцев назад

    What about reducing the amount of loss burst on normal block, but you can eliminate loss enitrely with FD block? It would fit the theme of negating chip or risc gain

  • @eebbaa5560
    @eebbaa5560 7 месяцев назад +16

    i think wild assault is a decent mechanic and it added some nice and much-needed depth to strive.
    i think a good way to balance it would probably be to make it remove burst only on hit instead of on block. blue WA should be able to remove burst on block since it’s a guard crush imo, but i think red WA having that is probably too oppressive.
    i think positive bonus is probably a much more polarizing aspect of the burst metagame though.

  • @nemuriyagi
    @nemuriyagi 7 месяцев назад

    I think the slight change on red WA sounds great. I would still like to see no burst taken on block, as I do think this starts to really make an unhealthy economic structure around WHEN and WHY you are supposed to burst as opposed to making it a variable tool that can help in all situations. Instead it just becomes a battle of attrition, the first to confirm pressure on a defender has an innately massive imbalance of resource-to-advantage conversion. HKD on WA is fine, honestly even positive bonus giving all resources in the game is fine SO LONG as the defender has at least that singular chance of using burst to prevent the wallbreak from happening in the first place. This is usually not the case though as the game stands right now especially when facing red WA users.

  • @tronixchl2004
    @tronixchl2004 7 месяцев назад

    Oh shit i just noticed: how can you turn ON the option of frame advantage for training mode? Or is it a mod?

  • @jonatanp.1976
    @jonatanp.1976 7 месяцев назад +13

    I Actually love WA. It’s a nice addiction to the game. I think Strive’s Season 3 is awesome so far, Im excited to see what they’ll add to the game later.

    • @Saiklonn
      @Saiklonn 7 месяцев назад +3

      Totally agree, the game is so fun man. It's been fun for me since the start tbh

    • @jonatanp.1976
      @jonatanp.1976 7 месяцев назад +1

      @@Saiklonn Same here. It just kept getting better over time.

    • @Coleslawman17701
      @Coleslawman17701 7 месяцев назад +3

      I didnt even know ppl were mad about WA. I just thought it was neat

  • @mutantmangoman
    @mutantmangoman 7 месяцев назад +2

    I like your proposal. I think season 3 is great overall but nerfing the snowballing of orange wild assault is critical.

  • @nocktheshaman6956
    @nocktheshaman6956 7 месяцев назад

    Do you think it would be valuable to prevent positive binus if you break the wall with wild assault? Maybe for orange specifically if not all three?
    You still have an expensive guaranteed knockdown if thats valuable

  • @dabeast9313
    @dabeast9313 7 месяцев назад

    Orange WA is cool and all but how did he get that advantage display in training mode?

  • @ownagemunky
    @ownagemunky 7 месяцев назад

    If they nerf orange WA so it can't convert level 2 moves anymore, they'll have to nerf blue in some way. Otherwise blue would just be orange WA + guard crush. Maybe orange keeps the burst drain, blue loses it on block since it gets guard crush instead?

  • @Gonzakoable
    @Gonzakoable 7 месяцев назад

    What I'd personally want is white WA not getting invul on a cancel. It'll make the nago situations way better and the other characters won't me as affected

  • @KageXIII
    @KageXIII 7 месяцев назад

    When i get counter hit fs then charged red wild assault corner to corner air combo

  • @kevinwillians6199
    @kevinwillians6199 7 месяцев назад

    My complain with it WA is that you can from round start break the wall and build meter to do it again basically for free as Positive bonus fully charges both burst and tension in like 5 seconds , I love an overpowered option but with basically no cost at all it feels cheap af
    I think that what they could do is to make combos using WA give a "lesser positive bonus", one that didn't charge burst so fucking fast (or at all, imo), making it more dificult to loop it over and over again.
    (also, taking burst away on block feels cheap, wouldn't mind they removing it as well, but given the burst gain on wall I don't think it's a huge issue rn)

  • @StubenhockerElite
    @StubenhockerElite 7 месяцев назад

    WA finally allows me to play Sin as a character with 7 meters and that's amazing

  • @williehawkinsii4845
    @williehawkinsii4845 7 месяцев назад

    One thing I want them to change is 6P because it has so much priority over non-airborn attacks

  • @tylercafe1260
    @tylercafe1260 7 месяцев назад +4

    Characters like Axl have no way to get a hard knockdown from Fullscreen after a wallsplat but characters like Happy Chaos, Potemkin, Nago, or pretty much anyone with insane corner carry does. Shit like that is why Wild Assault is necessary. I tried to tell ArcSys to just give characters like Axl an actual Super that makes sense. Like why am I spending meter on Time Stop for a combo if I still can't get Hard Knockdown? Meanwhile literally every other character has a true Fullscreen or Fireball Super. There's layers to why Strive is heavily criticized ever since it's first reveal. The character balance in combination with the system mechanics is the actual issue. Positive Bonus makes no sense on a character like Ramlethal, Leo, May, or Nago. I can see legitimate cases for characters like Faust and even Millia to have it. Honestly there's too many conflicting things that never got addressed. Remember when everyone was trying to talk about Positive Bonus Loops what happened? They added Quick Cancel RCs that save meter. Excuse me? Then we complained about that for while about that UNTIL we found BRC fuzzy mix with characters like Happy Chaos. We then complaind how easy it is for him to get Wallbreak Hard Knockdown. What did they do? Add Wild Assault that gives Hard Knockdown on Wallbreak. Bullshit. Absolutely bullshit how they never responded to a single thing that actually needs changes. Which is basically everything but when it's literally everything that needs to be changed what should they even do? Focus on a new game. Fuck this game in it's entirety. I loved aspects about it but when you see the whole picture with the ridiculous two shot characters everywhere with 80% meterless combo routes then they just keep adding bullshit on top of the bullshit? I'm out. It's probably why the Story is taking FOREVER to update because they're probably trying to figure out what a possible "Strive 2" would even look like. It would explain why all DLC characters are so half baked and why literally zero criticisms were truly answered. They're just as done with the game as we are.
    This is a fighting game centered all around the Wall Mechanics. So when the launch version of the game had a character who literally couldn't get Hard Knockdown it should really make one wonder if they even intended for this to be the way the games played and if they're even aware what they made. Which is crazy because look how much effort goes into Faust animations alone. They gave a unique expression on every character before making him fucking playable. Jesus christ
    12:40 This whole example with Happy Chaos is actually more great reasoning why Damage needs a nerf. Remember when we asked for that? Baiken Bursts on a zoner makes sense for her to be in a bit of a pickle. What doesn't make sense is it being a checkmate scenario for Baiken. Why can he Guard Break cancel into run, SHOOT WHILE RUNNING, and still get 80% off it before he hits his super? So on top of him being in advantage he chooses at his own pace where he is on screen. That's broken as fuck. Imagine if Axl could just send 5p out at any time during sprint, dashing, or backdash. He really should only be able to shoot if he stands still. He's legit the only character with a sprinting attack. His screen coverage makes no sense.
    12:57 Pause. Look at that Throw damage. Strike throw the fucking game. I told people at the start "Throw damage in Strive is probably the highest I've seen in any fighting game" but they try to downplay it by saying "But all Strive Damage is high" like bruh do you not see the pattern? Everything my opponent does is actually game winning. That's why no big names besides a few actually made it in Strive because pools are scrubby as ever now. Get washed by a Rando Nago or a Happy Chaos. Unbelievable. Damage, reward, and pressure. Offense is too heavily rewarded when you already killed your opponent before you even get those rewards. Absolutely bonkers how nobody talks about this game right besides a few people. Watched Jonathan Tene say "Just jump the cube super on Asuka" and I wanted to slap the fuck out of him.
    I'd fix Strive by ripping out wallbreak and positive bonus. Make wallslump the reward for extended pressure in the corner. Then nerf everyones damage by 40%. That would literally save the game.

    • @MarkAvatar2012
      @MarkAvatar2012 7 месяцев назад

      I completely agree on removing wallbreak and positive bonus, especially positive bonus since it's such a strong mechanic that goes against the idea of wallbraking = reset neutral, wich just shows how badly design this game really is. As for dmg nerfs, I agree that most of the cast needs to be tuned down, but characters like Jack O', Milia and Bridget are not exactly known for crazy dmg combos.

    • @ckorp666
      @ckorp666 5 месяцев назад

      idk, i think current strive axl is a ton of fun, imo it makes sense that he struggles to get wall HKDs since he's mr neutral (and it's not that hard to get one anyway off of a corner combo), all you get from the knockdown is a meaty anyway and top axls say you're better off saving the meter for other stuff (though i personally spend for the knockdown against chars w/o reversals). i have a good time running rainwater oki and tornado memes while mashing 2p, though getting hit by nago's lunging, plus-on-block DP does make me actually ragequit from time to time lol. plus the WA combos are sick and let us get strive-style reliable wallbreaks off of a random f.s (if you have the execution, since you need a super low TKB to juggle into 2k > wind after)

  • @Aaron0000014
    @Aaron0000014 7 месяцев назад

    I like white WA; nago needed more options for round start to really discourage people from pressing buttons

  • @lucazara4335
    @lucazara4335 7 месяцев назад

    what if positive bonus only came into play after the first 15/20 seconds? at least roundstart wild assault into wallbreak would be way less decisive

  • @dabioji7096
    @dabioji7096 7 месяцев назад

    The only thing that bothers me since i started playing guilty gear is that i cant 2S to 5S, comfong from fighterz didnt help

  • @sacred944
    @sacred944 7 месяцев назад +1

    I disagree with Wild Assault taking away burst so fucking much. Before Wild Assault came out that was the only reason burst even existed. They even buffed blue burst in season 3 to be full screen so you can get out of stuff like full screen Chaos loops. Gold burst is a more semi-defensive tool that drains a resource in exchange for another (but positive gives burst now ao fuck thay idea i guess). So the only reason burst existed was to give the defender a single out from a combo in a given round. Its a poweful tool that fighting games including Guilty Gear just doesn't give to defenders. Attackers get postive frames, mix ups, hard knockdowns, Oki, postive bonus, more tension than the defender and defenders get... a resource consuming block that pushes the opponent slightly farther back, and whatever the hell deflect shield is supposed to be. Now attackers get to use wild assault to remove that 1 out, and they just get postive bonus and do it all over again meanwhile the defendee gets barely any meter and no chance to burst. Did i mention you can die in 2 strings to half this cast in this game? Blue burst is a necessity that the attacker shouldnt have the power to just remove and then take away half or more of my health bar. At the VERY LEAST I shouldn't be punished for blocking it.

  • @helkhat_
    @helkhat_ 7 месяцев назад

    my lazy fix is to remove red and just have blue and white :)

  • @tchbast1661
    @tchbast1661 7 месяцев назад +5

    I don't enjoy the game as much right now because ONE counter hit ANYWHERE on the stage (and even just normal hit sometimes) and you get wall break plus winning situation (red wa only though) with hard knockdown with characters like ram.
    Characters like sin or chipp or ram then have a really oppressive pressure with positive bonus.
    I must say that after gbvsr beta, right now i prefer gbvsr.
    And ofc, because i main May, 6h having no conversions now other than 6h>wa, it sadden me...

  • @GohTheGreat
    @GohTheGreat 7 месяцев назад +4

    I’m not a competitive player, but I love Wild Assault. It’s a cheap complaint about early Strive but I feel like it still applies-the games pace is too slow. Wild Assault as mechanic sped up the rate at which interactions were happening, and I like it for that.

  • @evilded2
    @evilded2 7 месяцев назад +3

    White WA characters feel crippled compared to everyone else when it comes to conversation ability and combo extensions. Nago doesn't really care since he already has all he needs.

    • @HellecticMojo
      @HellecticMojo 7 месяцев назад

      That's not really WWA's fault though. All the heavyweights struggled for meterless conversions, even if all the WWA characters got red, what are they feasiblly doing? Most of them don't have good juggles they can sustain and primarily get their pressure from oki and corner.

    • @evilded2
      @evilded2 7 месяцев назад +2

      @@HellecticMojo I'm really only talking from goldlewis perspective but getting f.s into WA c.S would make him so much more threatening in neutral and on offense.
      since he could frame trap of late 268h and get a 50/50 on block between 248 and 862. He could use it to get extensions off of 268 making his un reactable low by more scary.
      He would be able to convert into a full combo off close hit 268 on regular hit. Having it for juggles would mean he would be able to be burst safe like before and get jump cancell into air BT routes (which would be sick) like he can of CH j.S > 862 ... ect.
      For some reason they nerfed his f.s this patch and buffed 2s. This just makes him more so much more flasid in neutral. Then to add insult to injury they give him this shitty gimmick move, that is entirely redundant, and it only gives a knockdown on hit which he already gets with 684h meterless.
      The whole appeal of the character is being a fast heavy weight with solid neutral and big damage. So they make his neutral more inconsistent and meter reliant, and cut his damage.

    • @baltharaaz9847
      @baltharaaz9847 7 месяцев назад +1

      ​@evilded2 I am also a Goldlewis player.
      It feels like ArcSys either doesn't know what to do with heavyweights outside Nago, or they are *way* too afraid of them being close to good. They don't address actual problems with parts of these characters' kits.
      They've also been toning down damage, which affects heavyweights as they are often "one chance" characters. The abundance of burst and constant buffs to defensive system mechanics over the years leads to the "one chance" being extremely tenuous _at best_ and weakened offense while they've received next to 0 compensation for their neutral and defense. 2S and 5H need severe adjustments to actually function properly for GLD, and his Behemoths have received indirect nerfs almost 5 times (no more extra plus frames on FD, FD guard crush pushback, scaling nerfs, deflect shield...)
      Being able to use WA to wallbreak is a massive plus for these characters (Pot/GLD/Bed) since they get jack shit post HKD wallbreak without 50 meter, but because their neutral is so crippled and heavyweights advantages have been somewhat eroded, they have to spent their burst on WWA in neutral, leaving little of it for post wallbreak

  • @LordKnightfgc
    @LordKnightfgc  7 месяцев назад +17

    what do you want them to change about WA?
    (also please subscribe)

    • @AdamJorgensen
      @AdamJorgensen 7 месяцев назад +4

      Whatever they change, I'd love it if they would actually legitimately reduce the high damage nature of the game.
      They keep saying they're toning it down but it never seems to actually materialize.
      Rounds that last less than 10 seconds very regularly just aren't that fun :-/

    • @Jardonius
      @Jardonius 7 месяцев назад +2

      Again, imma be the guy that says it... I stuck around for as long as I did because of the high fucking damage lmao. I don't mind that I can play 20 matches in 9 minutes and 37 seconds, and it always goes both ways. I either deal the damages, or I am eatin' them damages.
      Also, a lot of my rounds in SF6 last anywhere from 11-20 seconds and that game has lower damage values across the board aside from obvious cash outs (Deejay with the 72, I'm lookin' at you) so I think in the end even with them toning it down, if you have more chances for more interactions but lowered damage then its just going to even out.
      Idk though I don't make games I just play them :) In the end, I just want good things for the game so if lowered damage makes everyone happy and keeps them playing then I'll enjoy that version too.

    • @qspec2002
      @qspec2002 7 месяцев назад +1

      @@Jardonius High damage is fun, but it ultimately just makes the game too swingy. It narrows the skill gap and a lot of my wins and losses don't feel earned so much as they feel like I lucked in to (or out of) of them. The fact that Strive is still played first to two by default is truly baffling to me.

    • @Rhannmah
      @Rhannmah 7 месяцев назад +2

      @@AdamJorgensen The problem you're looking for is not the damage. Guilty Gear damage has always been this high. The problem is the ability to avoid situations where you risk taking damage. That's mainly the consequence of removing movement options, air teching and slowing the game down.
      @LordKnightfgc As for what to change about Wild Assault, they should remove the burst gauge drain on hit/block for sure. Makes no sense to have it, of course games get snowbally if you have guaranteed wallbreak without counterplay because WA locks you out of your burst.
      Also they need to buff Deflect Shield in a major fashion. A good DS mechanic would help a lot in preventing the game from being so snowbally, they need to at least make DS stay active for as long as you are stuck in blockstun. Maybe I'd also make it have no recovery at all, but at the minimum it shouldn't be counterhit state. You're spending a very precious resource, and as of now there's so much counterplay to it that it's almost useless.
      edit : thinking more about it, i don't want a situation where DS leads to the attacker being punished for attacking because they got pushed back by something they can't react to/counterplay and got whiff-punished. This happens nonstop in BBTAG because of its pushblock mechanic and it's horrendously annoying and completely cheapens the game. I'm not sure what it needs to prevent that, but it needs something. The mechanic needs to help you defend yourself and get out of pressure, not punish your opponent.

    • @Jardonius
      @Jardonius 7 месяцев назад +1

      @@qspec2002 I'll hard agree on the FT2 thing, that's no doubt. Also, I will say that I know I'm the minority here, because I do enjoy me some Kusoge type shit from time to time, and Strive honestly had that little feel of "What the fuck?" to me with enough structure that I didn't feel everything was random, so I fucking fell in love. On both offense and defense, I love seeing the huge damage when you're on point or do an absurd combo, but I also love having to fight with a pixel of health and also manage to succeed in clawing my way back.
      I could rant about this forever, but I fuck with the high damage in some games. I wouldn't like SF6 if the damage was any higher, but I definitely fuck with Strive and the high numbers. I also play Chipp, so I'm gonna lose half my health bar regardless of the attacker being Nago or Millia. Any damage tuning they came up with didn't matter, I have 2-3 interactions I'm allowed to lose before it's over regardless lol.
      Edit: I feel like I replied but missed most of your point lmfao, I can see the swingy-ness being a thing that bothers a lot of people, for sure, it just doesn't bother me too much but that's okay if they change it for the rest of y'all cause I just enjoy my Crackhead and doing crackhead things.

  • @h4rdtr
    @h4rdtr 7 месяцев назад +6

    I disagree. I think positive bonus giving back more than half the resources spent is the issue here. I think they need to nerf tension gain and/or burst gain in positive. I also don't think you should lose your burst on block. AT LEAST let FD keep your burst. That way there's counter play when someones about to checkmate you with several mix-ups and steal your resources. Let me play the game even if it's on defense. There's almost no interactions with these snowball scenarios.

    • @grum384
      @grum384 7 месяцев назад +1

      Gaining burst with positive bonus is definitely a major contributing factor to the snowball feeling the community is having.
      Being able to have more burst to escape/create combos while also getting passive tension gain and other buffs from positive makes round start a defenestration race.

  • @snowsoldier413
    @snowsoldier413 7 месяцев назад +2

    The only thing I generally want changed about Wild Assault is some reduced wall damage on it, it would be nice to see it scaled very heavily so you might be able to bring someone to the corner with it, but you need another interaction to actually break the wall and secondly, I want the properties of burst stealing to only apply to the fully charged version. Not only would it mean that when using wild assault for certain far slash conversions be less potent, but it also would mean that if you want the meter steal properties of it you need particular wall break setups to get it. Otherwise, I would keep much of everything about it the same.

    • @killerkonnat
      @killerkonnat 7 месяцев назад

      That would be even worse than the current state. Getting them into the corner with no wallbreak would be better for the attacker. AND there's a possibility of stronger combos for some characters because it doesn't wallsplat so early. Some combos have to be cut short to deal more damage because they'll wallsplat too early.
      Wild assault being an HKD is a problem, without that I'd much rather have a wallbreak and reset to neutral than take corner pressure.

  • @theoverlander4579
    @theoverlander4579 7 месяцев назад

    I feel like most all of this could be solved by removing the burst regeneration from positive bonus, no?

  • @vegekusononi1943
    @vegekusononi1943 7 месяцев назад

    As long I can do Gender Equality Combo as Sin I have no complaints with changes to Red WA XD.
    I defs need to relearn Baiken again since the Season update, go back and learn the BnBs and go from there. I do love Blue WA and what function it serves, I just need to get that muscle memory in and experiment

  • @avimtcg2152
    @avimtcg2152 7 месяцев назад +1

    What mod is being used for the frame data?

    • @DavidDexterGaming
      @DavidDexterGaming 7 месяцев назад

      It's in the game in practice mode

    • @avimtcg2152
      @avimtcg2152 7 месяцев назад +3

      @@DavidDexterGaming it's not

    • @evilded2
      @evilded2 7 месяцев назад

      ​@@avimtcg2152you can look it up it's by the same person who made the Goku import mod.

    • @eebbaa5560
      @eebbaa5560 7 месяцев назад

      @@DavidDexterGamingdoes he know

    • @3DMegaGamer
      @3DMegaGamer 7 месяцев назад

      seriously, I've been looking for it and I can't find it

  • @UmbreonMessiah
    @UmbreonMessiah 7 месяцев назад

    My man really transformed into LeVar Burton.

  • @ckorp666
    @ckorp666 5 месяцев назад

    me explaining the nago WA counterplay: "so you just hold the Alt key, then press F4..."

  • @teke221
    @teke221 Месяц назад

    What if it broke your burst, leaving you the possibility of using it as an escape or as pressure? or am I crazy

  • @samuelgreen2443
    @samuelgreen2443 7 месяцев назад

    LK: "Orange is too many syllables"
    LK 1 minute later: "Goldlewis Dickenson"

  • @TakumiJoyconBoyz
    @TakumiJoyconBoyz 7 месяцев назад

    Orange was originally called red so I say it's fine.

  • @RedMycroft
    @RedMycroft 7 месяцев назад

    WA is fun and i believe red WA is overtuned but I think most people are upset because it's just a bandaid solution. Yeah it's really cool my character can do all this fun stuff but like EVERY OTHER character can do that too now. 😭 I'd really prefer WA to not drain meter on hit or block. WA draining meter suddenly turns strive into this game where the objective is to touch the opponent ASAP at roundstart and then WA them until they're sitting in the corner and can't burst or WA. It's like getting hit with the anti-fun stick and the opponent can take away resource even if you perfectly block everything. Negative penalty is a mechanic that punishes cowardice but WA is a mechanic that rewards top tiers and being reckless. 🙁

  • @ananmaysahu4563
    @ananmaysahu4563 7 месяцев назад

    honestly just slap real high (like 60%) forced proration on red WA, remove positive bonus on WA WB and make positive bonus not restore burst.

  • @serepraxis7182
    @serepraxis7182 7 месяцев назад +5

    The Devs made the game with the idea of being more accessible to casuals, to the detriment of high end gameplay. Now that the casuals have left (as they always do) those who remain are stuck with a subpar game that doesn't appeal to the hardcore nor knows what it wants to be. These system changes are designed to recapture a casual audience that simply isn't there anymore.
    The atrocious online experience with finding games and 32 player lobbies and no ranked have hamstringed what longevity this game had. Leaving little for the long-term players to work with
    I hope they take the lessons learnt from Strive when making the next series installment

  • @Fucklifedeadshit
    @Fucklifedeadshit 7 месяцев назад

    I’m happy with the game and have fun playing it. I just hope the next new character is cool tbh 😜

  • @darkr3g837
    @darkr3g837 7 месяцев назад +3

    How old is LK?

    • @bassbusterx
      @bassbusterx 7 месяцев назад +15

      26 and 46 at the same time

    • @renann3
      @renann3 7 месяцев назад +1

      Bearded he's about 40 something. Beardless, I don't think he' can legally drink

  • @Rayce_Istanus
    @Rayce_Istanus 7 месяцев назад

    My man aged 20 years in a few months wth

  • @maartenbondt9600
    @maartenbondt9600 9 дней назад

    I personally like a snowbally feeling In fighting games bc it feels rewarding on the offense but I will say current GGS is extremely snowbally in high level gameplay

  • @SovalleFGC
    @SovalleFGC 7 месяцев назад +3

    Red WA should have scaling like old Red RC had.
    I think Red WA's momentum is what makes it most attractive rn. Maybe also kill the HKD on wallbreak too? Maybe a bit much, but post Wallbreak loops are not positive, they are on the same level of lame as SFV/SF6 Throw loops.

  • @craniifer
    @craniifer 7 месяцев назад

    Can do a bunch of insane combos and chains. Too lazy to say "Orange".
    Honestly, total respect for that. I kinda get it.

  • @Kolos1001
    @Kolos1001 7 месяцев назад

    Excited to see what they are going to do with it. If they nerf red it will just be blue but worse and half the cast will be complaining...so there's that.

  • @gabrielcastejon7914
    @gabrielcastejon7914 7 месяцев назад

    "Wabbasou"?😂
    Crazy way to say Wild Assault, my guy

  • @FillipeR002
    @FillipeR002 7 месяцев назад +2

    this meta with Wallbreak so easy its bullshit

  • @dworser
    @dworser 7 месяцев назад +1

    I have seen people talk about the idea the wild assault wall break only gives positive while super only gives the knockdown. I am not sure how I feel about it myself but I would like to hear your opinion.

  • @zacharyhansen8250
    @zacharyhansen8250 7 месяцев назад

    I think increasing overall character power isn't a bad thing, as long as everyone benefits similarly.

    • @zacharyhansen8250
      @zacharyhansen8250 7 месяцев назад +1

      I think it's wild that red is the one that gets all the hate when blue guard crushes and has almost as many cancel options. It's not as fast but the amount of setup it provides for the characters that do have it is crazy.

    • @NickJJU
      @NickJJU 7 месяцев назад +1

      @@zacharyhansen8250 I don't know about the rest of the blue wild assault characters, but Faust gets very little from the opponent blocking his wild assault. He can cancel into 5D, but then you need to spend an additional 50 tension to convert into mediocre damage. He can eat an item, but this barely accomplishes anything, since you could get a bad item, and you're not actually putting it into play. He can't throw an item, he'll get punished. He can also IAD into j.D or j.H, but it doesn't work against the whole cast and it can be countered with 6P or a fast normal by most characters, and all it really nets him is a fuzzyable mixup if the opponent respects it. Mostly he uses wild assault to convert from long range pokes like f.S and 2H at ranges where he couldn't before, or from Mix Mix Mix loops. It can help him to break the wall under certain conditions, but it's nowhere near as strong as red wild assault is for most of the characters that have it.

  • @keithsimpson2685
    @keithsimpson2685 7 месяцев назад

    We all hate the gigantic combo number counter still right though? hope that doesn't make it.

  • @caer2780
    @caer2780 7 месяцев назад

    But wouldn't slowing down red WA just make it into a straight up worse version of blue WA?
    Especially at 18 frames, the only advantage it would have over blue is reactability, and that's quite marginal.

    • @LordKnightfgc
      @LordKnightfgc  7 месяцев назад +1

      18f still really good, still would be able to confirm, not throwable on attack level 4 moves (and a lot of red WA chars have good frame data on attack level 4 moves too).
      It's tricky to balance because it's so simple, but in my case my complaint are chars that are already good at whiff punishing and converting also have this + taking away your burst + pretty good corner carry that is burst safe (usually) into positive and building resource back.

    • @caer2780
      @caer2780 7 месяцев назад

      Not throwable is a good point. Maybe 17f would be more interesting as you would be able to combo on crouching hit, which would differentiate it a bit more clearly from blue.
      I don't know, I'm biased as a Testament main, because they reeeeally need the ability to use resource to convert from fS. Even dumping 50 meter doesn't help at far range for that so WA is a godsend. And they generally don't get more than a low damage decent corner carry with no wall break for it, so it is already fairly balanced for them as is.

    • @LordKnightfgc
      @LordKnightfgc  7 месяцев назад

      17 would be pretty fair, basically ram and Sol would still get a WA confirm off fS though since they have attack level 3 ones

  • @phatalphd5402
    @phatalphd5402 7 месяцев назад

    I just found out orange is 2 syllables. think Ive been saying it wrong all my life

    • @The_letter_N
      @The_letter_N 7 месяцев назад +2

      "Ornge"

    • @HellecticMojo
      @HellecticMojo 7 месяцев назад

      Tbf, most foreign languages treat it as 3 syllables.
      Oh Ren Ji

  • @tabkg5802
    @tabkg5802 7 месяцев назад

    Making RWA slower is meh since it will kill Sol 6S and other similar tools again

  • @thedanish5523
    @thedanish5523 7 месяцев назад

    Broke: debating Wild Assault
    Woke: is orange 1 or 2 syllables

  • @GoldtisticYT
    @GoldtisticYT 7 месяцев назад

    ky needs it

  • @sergioalvarez5193
    @sergioalvarez5193 7 месяцев назад +6

    Remove WA from the game (I don't play Guilty Gear)

    • @joe_mama__
      @joe_mama__ 7 месяцев назад +1

      Average Bridget fan

    • @sergioalvarez5193
      @sergioalvarez5193 7 месяцев назад +2

      @@joe_mama__ I meant it as a joke/meme, I have 130 hours on Strive so I've played it but I don't play daily or weekly anymore, more like once a month or so. And I actually dislike Bridget, her full screen buttons and pressure up close are annoying.

    • @joe_mama__
      @joe_mama__ 7 месяцев назад +2

      @@sergioalvarez5193 I was also just joking lol

    • @sergioalvarez5193
      @sergioalvarez5193 7 месяцев назад +2

      @@joe_mama__ Oh okay lol my bad, it's just that I know of the stereotype of not playing the game and liking Bridget on twitter and it's kinda annoying. But yeah sorry for taking it more seriously that what it was 😂

    • @joe_mama__
      @joe_mama__ 7 месяцев назад +2

      @@sergioalvarez5193 it's all good man!

  • @qspec2002
    @qspec2002 7 месяцев назад +1

    I hate WA so much that I went to SF6... and there I hated DR so much, I stopped playing fighters. Patiently waiting out Granblue

    • @sanicboi9187
      @sanicboi9187 7 месяцев назад +2

      At that point you gotta admit it's you. Granblue is probably the simplest, so that'll be good.

    • @qspec2002
      @qspec2002 7 месяцев назад +1

      @@sanicboi9187 At what point? It is obviously "me" in so far as it is a preference.. Disliking two modern fighters because they share similar problems seems pretty standard. I'll dive back into BB if GB doesn't scratch the itch, but the beta was fun, and UNI is right behind it (greatest modern fighter ever made).
      As for "simple"... at this point it isn't any more "simple" than Strive, and I didn't find the combos to be any more easy than the ones on AKI with a bit more depth during the neutral.

    • @sanicboi9187
      @sanicboi9187 7 месяцев назад +1

      @@qspec2002 Yeah, they both have fast, forward moving system mechanics that start pressure. I was making you aware that its not the mechanics fault, but yours. Although it seems you already know you have a problem with that type of move.
      With Granblue, I meant that it most likely doesn't have system mechanics similar to those games. So I agreed with you on waiting for it.

    • @qspec2002
      @qspec2002 7 месяцев назад

      @@sanicboi9187 I used to really love some jank, but both DR and WA have defined their respective games. The problem is that they are too strong of a choice. Top tiers are defined by how they can use them. Bottom tiers are defined by how they can't deal with them. Etc. Both can be very fun (and were initially), but they are too strong. If/when they get toned down, I have no doubt that the games will feel better again.

  • @MrSmitejr
    @MrSmitejr 7 месяцев назад

    Is this mechanic really more controversial than Danger Time was?

  • @forbiddenaether1012
    @forbiddenaether1012 7 месяцев назад

    I think WA taking away burst is a joke, just because there are characters that benefit “more” from being at burst KB range does not mean it’s ok to leave this endless loop in the game. Taking away people’s defensive options and turning the game into a first touch wins is not how a fighting game should be. The point of burst is to get another chance to reset and not be combo’d, it can be baited, blocked, and punished. It’s lead to this burst meta of just bursting on the hit because you could get OWA and then just lose on the spot. My opinion is that either take away the burst steal, or make it a commitment, just like a super.

  • @Aeirion
    @Aeirion 7 месяцев назад

    People keep making the SF6 comparison, but not in the right way. Strike Impact? Nah. Strive Rush.

  • @mistah_mojo
    @mistah_mojo 7 месяцев назад

    Yeah I wasn't playing much anymore anyways but this made me drop the game entirely

  • @PSNMirru
    @PSNMirru 6 месяцев назад

    I haven’t played this game in almost a year. This WA shit is making me not like the game even more. You can tell this game was not built for the addition of WA. The difference between DR and WA is that DR is something SF6 was built with in mind as a core mechanic. WA just feels tacked on and certain characters who were already crazy good just having more and more options in this game when damage is ridiculous is just crazy. I was gonna but Elphelt but I’m cool, I think I’ll wait and see what they do with the game before I spend another dime on it.

  • @vintajecheese7803
    @vintajecheese7803 7 месяцев назад

    Wild assault? More like Strive rush/impact.

  • @GeneghisKhan
    @GeneghisKhan 7 месяцев назад +1

    It's not blue WA, it's sky WA. Also, it's not white WA, it's bone WA. Get it right, bro

  • @DarKaoZ
    @DarKaoZ 7 месяцев назад

    I never understood why don't they allow the player to select how far the Burst pushes the opponent? You can press 6+Burst to push them far or just 5 or 4 to Burst them to mid screen max. That way everyone can select where it can go. If not, every character burst pushes opponents to mid screen no matter what, that would be the easiest solution, the hardest would be to do it per character... which can lead to a lot of issues or bugs if not done correctly. Because I do not want Wild Assault to take Burst on hit or block, its basically taking away the defensive mechanic GG has been known for ages.

    • @HellecticMojo
      @HellecticMojo 7 месяцев назад

      Not very practical. Realistically you are always going to be holding 4 or 1 because you are already attempting to block or need to do a charge input for characters.

    • @NickJJU
      @NickJJU 7 месяцев назад

      @@HellecticMojo If you have time to react to what's happening and input burst, you have time to hold a direction while you're inputting it. Plus there are plenty of instances where you're being combo'd and you want to burst at the right time, so you're not doing it the instant you get hit.

    • @HellecticMojo
      @HellecticMojo 7 месяцев назад

      @@NickJJU still doesn't address the charge issue even if people have the sense to burst with purpose.

  • @evilded2
    @evilded2 7 месяцев назад +1

    10:10 This is how it is for Testament.

  • @lenardEkko
    @lenardEkko 6 месяцев назад

    guard crush is worse imo

  • @justinrush7463
    @justinrush7463 7 месяцев назад

    I saw it like this, Strive gave everyone a lariat.
    As soon as I pondered that fact, I quit the game. In addition to removing weight specific combos. Arcsys just can't stop homogenizing their fighting games. Ruined Strive and damned DBFZ on the same day.

  • @Guigasdm
    @Guigasdm 7 месяцев назад +1

    Wild Assault is a generic attack everyone has, it is just boring.

  • @MrCactuar13
    @MrCactuar13 7 месяцев назад

    tldr this shit is like active flow, but at least it's on demand instead of being 100% wack

  • @donclyburn9497
    @donclyburn9497 7 месяцев назад

    How you gonna put chipp out there like that I'm trying to get them teleports back....use Ky or Baiken for these deep dive vids 😂😂😂😂. Its Bad enough Auska has Baikens old crouching HS and chipps teleport.

  • @th3d3liv3ryman6
    @th3d3liv3ryman6 7 месяцев назад

    honestly just make wild assaults not drain burst and it'll be fine