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Guilty Gear -STRIVE-

Gooberking

FGC Cannon Fodder
Anyone else planning on playing Strive on PC? I won't have the luxury of playing this release weekend as I'll be out of town, but I definitely would like to learn the game alongside and fight against others here.
If I get it it will be on PC. I'm going to wait and see how well it's working first, but most of the Arc Sys games on pc seem to have been pretty good for me so far.

I'm not feeling super interested in the game over some others right now, so I'm not sure if I'll end up grinding on it or not yet.
 

Sutter Pain

Your mothers main.
I am getting pretty hyped for this game after watching some matches over the past couple days. I only ever played Zappa and he is not in the game and I am pretty sure no one I have seen so far play anything like him.

I also think its gonna have a pretty strong player base on PC which makes me happy.
 

DeftMonk

Warrior
I'm not sure but that could've been me. :D I only play Zato. We can run some sets soon if you want.
Is zato also a lot different this version? I didn't play him in the old games. I cant remember the dudes name but he knocked me out of tier 8 twice yesterday when I was playing nagoriyuki. He had the ultimate edition blue skin. I honestly might pick him up this time around. Always wanted to play him and Johnny.
 

Immortal

Blind justice....
Is zato also a lot different this version? I didn't play him in the old games. I cant remember the dudes name but he knocked me out of tier 8 twice yesterday when I was playing nagoriyuki. He had the ultimate edition blue skin. I honestly might pick him up this time around. Always wanted to play him and Johnny.
Nope, Zato is pretty much the same as he always was in terms of gameplay. There were some nerfs (wrote about them last page) but he still imo is very good. You just need time to adjust to the idea you're basicaly controling 2 characters at the same time. You need to master negative edge, it's a must with Zato and Eddie.

Gameplan is still the same, avoid (fly) people attacks or block till you have meter for Eddie; get Eddie out and it's time to party and a party it is with mix, mix, mix city all the time when you have Eddie up.

I can breakdown his gameplan in depth if you want. There is ton of options and he only really has few drawbacks.

I really like him, like the only character ever that clicked for me in GG. you should definitely check him out.
 
After playing all day yesterday I am coming around to it. Mainly because I swapped to Nagoriyuki and having a freaking blast. Thanks a lot to @Evil Canadian for the combo video he did. Helped me get my blood drive under control.
If anyone here is playing zato I would love to run some sets. I got sent down twice yesterday by the same zato player who mixed me out of my shoes. Need to learn how to play neutral in that matchup better so I don’t get smothered.
I'm waiting for PC but am looking forward to more Nagoriyuki.
I'm normally a Potemkin/Slayer guy but this character is just too interesting not to use.
 

Pizza

Thrill Kill
I've played a few hours and it runs beautifully. Now, I had some unbearable stuttering on the American East Coast server, but when I switched to the West Coast all the inconveniences were gone. South America worked great too.

Some players reported having problems to match up and other connection issues. I guess nobody expected this game's servers to be as overwhelmed as they are right now, I mean:



It's only 4000 players away from the all-time peak of Mortal Kombat 11. This is crazy, Guilty Gear is nowhere near as popular as MK.

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I hate it when I lose a match in the dumbest way possible. Like jumping and landing on top of the opponent's projectile. JESUS

But I'm enjoying it a lot so far. When is Jack-O !
 

DeftMonk

Warrior
I've played a few hours and it runs beautifully. Now, I had some unbearable stuttering on the American East Coast server, but when I switched to the West Coast all the inconveniences were gone. South America worked great too.

Some players reported having problems to match up and other connection issues. I guess nobody expected this game's servers to be as overwhelmed as they are right now, I mean:



It's only 4000 players away from the all-time peak of Mortal Kombat 11. This is crazy, Guilty Gear is nowhere near as popular as MK.

---

I hate it when I lose a match in the dumbest way possible. Like jumping and landing on top of the opponent's projectile. JESUS

But I'm enjoying it a lot so far. When is Jack-O !
As far as losing a match in the dumbest way possible... try having an almost perfect then popping ur blood meter because enemy burst before you can land the heavies at the end of combo. Then u get to watch ur hp commit hari kari right before ur opponent becomes aggressive as all hell smelling blood in the water. I really like Nagoriyuki and having a lot of fun but I hope he gets a bit of a rework as far as how blood meter works when it pops.
 
The point is to not ever pop into bloodrage. Easier said than done of course, but it's meant to be a punishment state that he can sometimes rob with.
I think his gimmick is really cool and fun to use.

As for silly ways to die; I went into bloodrage and then got hit by Faust's wheelchair super which I think actually saved me because the cutscene prevented my health from draining while also getting supered.
As it was resolving the trumpet herd suddenly appeared and punished Faust for the win when neither of us even knew he threw a trumpet out, lol.
 

DeftMonk

Warrior
The point is to not ever pop into bloodrage. Easier said than done of course, but it's meant to be a punishment state that he can sometimes rob with.
I think his gimmick is really cool and fun to use.

As for silly ways to die; I went into bloodrage and then got hit by Faust's wheelchair super which I think actually saved me because the cutscene prevented my health from draining while also getting supered.
As it was resolving the trumpet herd suddenly appeared and punished Faust for the win when neither of us even knew he threw a trumpet out, lol.
Ya the problem is if you do a combo that ends in 6h tp forward then they try to mash buttons and eat a close slash so you do another combo (which you plan to end in 2x 6h for wall break and lots of blood gauge coming back) and they burst right after u use all ur special moves. You will go into blood rage unless u can run in and command grab. Burst kinda makes the mechanic hard to deal with from what I can tell so far unless u just never go past 50% blood rage while they have burst. But that extremely limits what u can do after you knock someone down.
 
Ya the problem is if you do a combo that ends in 6h tp forward then they try to mash buttons and eat a close slash so you do another combo (which you plan to end in 2x 6h for wall break and lots of blood gauge coming back) and they burst right after u use all ur special moves. You will go into blood rage unless u can run in and command grab. Burst kinda makes the mechanic hard to deal with from what I can tell so far unless u just never go past 50% blood rage while they have burst. But that extremely limits what u can do after you knock someone down.
Nago has very damaging options when he's high on blood and can opt to use bloodless combo routes when he needs to, and the added damage to his HS buttons helps him cash out without special moves. Any time you land an HS you've refunded at least a dash, so those are easy to keep working with in between hits. SSS RC SSS is great for bloodless damage and corner carry/wall break, or 2S>5HS, and super is a great option here as well as it will prevent their burst if you smell one coming and then reduce the blood gauge on hit.

I think he has enough blood efficient options that entering bloodrage because of burst shouldn't really be a risk. At lv 2 blood he's very dangerous to make a mistake against.

Also, it's hella risky but if you're in that situation where you're about to pop and have them in a c.S counter hit but they burst, you can fukyo cancel backwards and barely manage to punish their burst with an HS before the gauge fills. If you start with 2S that's also a small refund to make this counter more possible. I wouldn't recommend seeking this option at super high blood, though it is safe if you have half a blood bar to worth with. Fukyo is a great whiff punisher if you've got the budget. At lv 2 blood 6HS is long enough to hit someone and also avoid their burst, too.
 
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Swindle

Philanthropist & Asshole
Nago has very damaging options when he's high on blood and can opt to use bloodless combo routes when he needs to, and the added damage to his HS buttons helps him cash out without special moves. Any time you land an HS you've refunded at least a dash, so those are easy to keep working with in between hits. SSS RC SSS is great for bloodless damage and corner carry/wall break, or 2S>5HS, and super is a great option here as well as it will prevent their burst if you smell one coming and then reduce the blood gauge on hit.

I think he has enough blood efficient options that entering bloodrage because of burst shouldn't really be a risk. At lv 2 blood he's very dangerous to make a mistake against.

Also, it's hella risky but if you're in that situation where you're about to pop and have them in a c.S counter hit but they burst, you can fukyo cancel backwards and barely manage to punish their burst with an HS before the gauge fills. If you start with 2S that's also a small refund to make this counter more possible. I wouldn't recommend seeking this option at super high blood, though it is safe if you have half a blood bar to worth with. Fukyo is a great whiff punisher if you've got the budget. At lv 2 blood 6HS is long enough to hit someone and also avoid their burst, too.
Thank you.
I tried explaining these concepts to others, and it fell on dear ears.
Nago can’t be played the way “YOU” want to play him. He has options to keep him from rage, but too many just want to bunga with him.
 
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DeftMonk

Warrior
Nago has very damaging options when he's high on blood and can opt to use bloodless combo routes when he needs to, and the added damage to his HS buttons helps him cash out without special moves. Any time you land an HS you've refunded at least a dash, so those are easy to keep working with in between hits. SSS RC SSS is great for bloodless damage and corner carry/wall break, or 2S>5HS, and super is a great option here as well as it will prevent their burst if you smell one coming and then reduce the blood gauge on hit.

I think he has enough blood efficient options that entering bloodrage because of burst shouldn't really be a risk. At lv 2 blood he's very dangerous to make a mistake against.

Also, it's hella risky but if you're in that situation where you're about to pop and have them in a c.S counter hit but they burst, you can fukyo cancel backwards and barely manage to punish their burst with an HS before the gauge fills. If you start with 2S that's also a small refund to make this counter more possible. I wouldn't recommend seeking this option at super high blood, though it is safe if you have half a blood bar to worth with. Fukyo is a great whiff punisher if you've got the budget. At lv 2 blood 6HS is long enough to hit someone and also avoid their burst, too.
Next time I have time to play I will try to experiment with some bloodless combo routes. And the burst is not like you are saying right after I land a close slash. Say I am at 1.5 blood gauge and I land a 5k cuz he woke up buttons then i do 5k 6k dp dash cancel 5k(they burst here) cS 6h. Normally that is a bad burst vs any other character but this will mean nago won't get the blood returned to him from the 6h that would have lowered his blood gauge. I will check out some bloodless routes and see what I could swap out there. Slash combos seem to scale an assload tho for some reason.
 
Next time I have time to play I will try to experiment with some bloodless combo routes. And the burst is not like you are saying right after I land a close slash. Say I am at 1.5 blood gauge and I land a 5k cuz he woke up buttons then i do 5k 6k dp dash cancel 5k(they burst here) cS 6h. Normally that is a bad burst vs any other character but this will mean nago won't get the blood returned to him from the 6h that would have lowered his blood gauge. I will check out some bloodless routes and see what I could swap out there. Slash combos seem to scale an assload tho for some reason.
Here's what I've got for that situation at 1.5 so far:
  • after dp dash let them hit the floor, then 6HS which is burst safe + you get a punish
  • let dp finish and take the hard knockdown, burst safe + punish
  • 5K>6K>214HS>6HS instead, also burst safe + punish
  • after dp dash c.S>214K then whiff punish the burst with super (hype)
  • immediate 5K>6HS cash out on the meaty and go again
Basically unless they burst the actual special move they've been hit by they can't avoid the 6HS otg, and if they do burst you won't go over in that case anyway.

I believe far slash combos scale due to the easy hit confirm f.SS is compared to single button confirms, and it's a sword normal route that refunds blood and ends in hard knockdown. I think 5P/K>6P/K scale gravity in a similar way. It would be nice if the game mentioned that his c.S doesn't count towards blood refund.
 
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DeftMonk

Warrior
I fought a Nago that destroyed me. And he was playing very calmly, using pokes to counter every approach. He didn't go into rage mode at any time. Seems like a hard character to master!
his pokes have an assload of range (esp 2h or 5h when u got blood up a bit).
Here's what I've got for that situation at 1.5 so far:
  • after dp dash let them hit the floor, then 6HS which is burst safe + you get a punish
  • let dp finish and take the hard knockdown, burst safe + punish
  • 5K>6K>214HS>6HS instead, also burst safe + punish
  • after dp dash c.S>214K then whiff punish the burst with super (hype)
  • immediate 5K>6HS cash out on the meaty and go again
Basically unless they burst the actual special move they've been hit by they can't avoid the 6HS otg, and if they do burst you won't go over in that case anyway.

I believe far slash combos scale due to the easy hit confirm f.SS is compared to single button confirms, and it's a sword normal route that refunds blood and ends in hard knockdown. I think 5P/K>6P/K scale gravity in a similar way. It would be nice if the game mentioned that his c.S doesn't count towards blood refund.
All these options unfortunately kinda still put you in the same situation. I am trying to find a solution basically that doesn't leave me right at the tip top of the blood meter especially if they burst after a special and don't allow you to get a H/6H in. Last time I played I was going to look into some metered routes to use while they have burst and I am over 1.5 blood. Do you have any such thing? Decent damage rc route without any added blood other than 236k? My modem died yesterday suddenly in the morning and I can't play until tomorrow when they send someone to replace it. But was going to lab how to spend meter with Nago in meaningful ways (cashing out combos/blue rc). Atm I am only using super and purple rc on whiffed 2h. Also red rc when I do like 236 Slash 236k on block into command grab red RC.
 
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his pokes have an assload of range (esp 2h or 5h when u got blood up a bit).

All these options unfortunately kinda still put you in the same situation. I am trying to find a solution basically that doesn't leave me right at the tip top of the blood meter especially if they burst after a special and don't allow you to get a H/6H in. Last time I played I was going to look into some metered routes to use while they have burst and I am over 1.5 blood. Do you have any such thing? Decent damage rc route without any added blood other than 236k? My modem died yesterday suddenly in the morning and I can't play until tomorrow when they send someone to replace it. But was going to lab how to spend meter with Nago in meaningful ways (cashing out combos/blue rc). Atm I am only using super and purple rc on whiffed 2h. Also red rc when I do like 236 Slash 236k on block into command grab red RC.
I hear you but being high on blood isn't actually a bad thing for Nago since you can choose to not dash in and use your big buttons while they're powered up and shift things into mid screen control. Ending things into 6H is the important part and that's what these routes give him, and 6K CH staggers so if you land this as a meaty you're close enough to combo into bite as another option if you still want to go in. 623H knockdown you can dash forward, whiff 2K and meaty 6K but I haven't tested it a whole lot yet.

The best I've got so far for metered alternatives is the c.S fukyo back into super punish against their burst, which refunds a lot of blood on hit, and c.S>6K RRC c.S>f.SSS for a knockdown, decent refund and good corner carry.
Honestly I think pretty much any RC into SSS is good if you want blood, carry, and a knockdown. Spend 100% if you wanna guarantee a wall, but depending on how things are going you might break one with the first RC anyway. If they burst it you're not gonna pop.

Plus good ol meaty bite.
 

Arqwart

D'Vorah for KP2 copium
LIterally never looked into this game. Any character with a staff? lol
No one with a staff currently. However, if you're looking for someone with high range normals, Nagoriyuki, Ramlethal, and Axl are your best bet.

EDIT: Ky is also pretty good for range due to his sword. He jumps between midrange and close pressure from what I've seen.