GUILTY GEAR -STRIVE-

GUILTY GEAR -STRIVE-

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SKiV_ Nov 27, 2024 @ 12:42am
Mix up heavy characters are inherently unfun to fight
Chipp, Millia, an In-O are so unfun to deal with
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Showing 1-15 of 17 comments
SKiV_ Nov 27, 2024 @ 12:44am 
I'd rather be zoned the whole game by HC than be tossed in a blender the entire game gambling every .5 second.
Lysamus Nov 27, 2024 @ 8:25am 
They pay a price for all that momentum -> If you guess right once and swing the momentum around, you've probably wiped out 1/2 or more of their life bar. I've played more than a few matches where I spent most of them being juggled by a Millia, then won after two good bets.

Stay focused and remember you're playing the player, not the character.
Vassago Rain Nov 27, 2024 @ 9:14am 
This is correct, and why they're not allowed to be too good, or even too viable.
Unrighteous Nov 27, 2024 @ 12:08pm 
I think Chipp is borderline just because a lot of his innate mix is fairly reactable and easily punishable if you know it's coming. He's definitely more of a neutral monster.

Millia and I-No are straight up unreactable, especially online, and it's extremely difficult to stop their approaches with how good their air mobility is.

Obviously, good players know how to play neutral against them, but I can't say I'm a huge fan of the fact that letting them slip in turns the rest of the game into a series of coin flips.

That being said, loads of characters are like this: Bridgette, Sin, Elphelt, Leo, Zato, Anji, Baiken, A.B.A, Johnny, Potemkin with grab... it's basically just the game. Some approaches are harder to stop, but those characters have other weaknesses (Millia and I-No at least lol).

It's rock-paper-scissors with extra steps.
Last edited by Unrighteous; Nov 27, 2024 @ 12:10pm
mercureXI Nov 27, 2024 @ 12:54pm 
Strive is all about 50/50s anyway

That's how devs let monkeys open up a defense, or else they'd have to work in training mode / use frame traps / etc
dash slamson Nov 27, 2024 @ 4:26pm 
its the game, and its actually not so bad in terms of mixheaviness as many other animefighters (bb PTSD), it comes with the territory and not going to change. zoners annoy you from afar, grapplers/mix on oki, shotos in midscreen - it is what it is :mbnyufufu:
Amateur Asian Nov 27, 2024 @ 7:42pm 
the mix ups are ok, the hilarious random hit to 70% of your life damage is just terrible and makes you just roll your eyes how braindead this game can get
Last edited by Amateur Asian; Nov 27, 2024 @ 7:49pm
mercureXI Nov 27, 2024 @ 8:29pm 
Originally posted by dash slamson:
its the game, and its actually not so bad in terms of mixheaviness as many other animefighters (bb PTSD), it comes with the territory and not going to change. zoners annoy you from afar, grapplers/mix on oki, shotos in midscreen - it is what it is :mbnyufufu:

Don't comment if you have no clue.

In Strive, zoners can "mix", shotos can "mix", everyone can "mix", on oki or not.

From Johnny "master of mid range" that has guard crush into high/low/throw repeat, up to Dizzy that can set up left/right/high/low/throw after a sweep while still having great zoning tools.

The real issue here, is the fact that most mixups aren't reactable at all (but hey with devs that gave Johnny a 15f dash, we kinda knew the game was designed for monkeys).

USUALLY, in good fighting games, overhead options are reactable (18-20f) and rest is faster.

Not in Strive.

And that's why OP is not happy.
Unrighteous Nov 27, 2024 @ 8:39pm 
Originally posted by mercureXI:
Don't comment if you have no clue.
Relax, bro.

He mentioned Blazblue. There are games waaaaaay more degenerate than Strive.
mercureXI Nov 28, 2024 @ 7:23am 
Originally posted by Unrighteous:
Originally posted by mercureXI:
Don't comment if you have no clue.
Relax, bro.

He mentioned Blazblue. There are games waaaaaay more degenerate than Strive.

He did. But his comment is not about BB.

Replying about his part about archetypes.
Unrighteous Nov 28, 2024 @ 11:09am 
Originally posted by mercureXI:
Replying about his part about archetypes.
Yeah, there are different archetypes, but they all mix; you guys agree with each other, but you're throwing shade for some reason.
mercureXI Nov 28, 2024 @ 12:01pm 
Originally posted by Unrighteous:
Originally posted by mercureXI:
Replying about his part about archetypes.
Yeah, there are different archetypes, but they all mix; you guys agree with each other, but you're throwing shade for some reason.

Learn to read bro. This time, with feeling . . .
Unrighteous Nov 28, 2024 @ 12:56pm 
Originally posted by mercureXI:
Learn to read bro. This time, with feeling . . .
If you think Axel has the same level of mix as I-No, you're delusional. And even the most disgusting mix characters in the game look fair compared to the garbage that's in Blazblue. Nothing he said was objectively wrong, yet you started throwing ♥♥♥♥ for no reason.

It's a discussion about a fighting game, relax.
dash slamson Nov 30, 2024 @ 5:49am 
Originally posted by mercureXI:
Originally posted by dash slamson:
its the game, and its actually not so bad in terms of mixheaviness as many other animefighters (bb PTSD), it comes with the territory and not going to change. zoners annoy you from afar, grapplers/mix on oki, shotos in midscreen - it is what it is :mbnyufufu:

Don't comment if you have no clue.

In Strive, zoners can "mix", shotos can "mix", everyone can "mix", on oki or not.

From Johnny "master of mid range" that has guard crush into high/low/throw repeat, up to Dizzy that can set up left/right/high/low/throw after a sweep while still having great zoning tools.

The real issue here, is the fact that most mixups aren't reactable at all (but hey with devs that gave Johnny a 15f dash, we kinda knew the game was designed for monkeys).

USUALLY, in good fighting games, overhead options are reactable (18-20f) and rest is faster.

Not in Strive.

And that's why OP is not happy.

"Don't comment if you have no clue" if I bother to interact with that topic I probably have at least some sort of a clue, why so serious? lol

about "everyone can mix" - yes, and that expected from anime fighter, contrary to classic 2d fighters, in anime fighters you have much stronger movement and defense options (put fd or rc in sf and see what happens) so obviously you would need to have stronger offense.

i also disagree on "most mixups aren't reactable at all" - i think its opposite, most (not all) mixups are reactable, or can be fuzzyed pretty consistently, some are straight 50/50 and in most cases either cant be followed without resources or need some setup to be real.
dont get me wrong tho - there some BS in strive that i completely disagree with - jonny dash is crazy, elph rekka is too easy to start and impossible to block (and safe at the end) , leo back stance (almost all of it tbh), also meter gain is too fast overall imo, BUT, OP said about chipp, millia, and ino being unfun to deal with because they are mixup heavy, and i said its strive being strive (simpler, more streamlined) and strive being anime fighter (faster, degen offense, thats why i added bb as much more extreme example of such)

maybe i didnt elaborate enough, but what i meant - mixup heavy chars can be frustrating in every game, just as zoners or grapplers or chars with midscreen dominance, they all have weaknesses (at least supposed to) and thats not going to change, there no mixup in footsies rollback edition but its not fun,at least not for long, so if you want to play funny, fust, cool anime fighters, with unique chars, there would be some mix to deal with, they are made that way and that's why ppl play them

what else can you say on "X is inherently unfun to deal with" or "I'd rather be X than Y"? , "no men you wrong, its actually super fun to be stuck in vortex"? It's all subjective
GamimgGamer Dec 1, 2024 @ 2:00pm 
Originally posted by SKiV_:
I'd rather be zoned the whole game by HC than be tossed in a blender the entire game gambling every .5 second.
Ironic you say that since HC has the best mix in the game kek
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Date Posted: Nov 27, 2024 @ 12:42am
Posts: 17