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When I started playing fighting games on pc I used to play on keyboard. I couldn't even do half circles consistently. But when I got an xbox one controller I could do all inputs very consistently
Do you have fat thumbs? I don't know how you guys use a ps4 gamepad, I gaveup, semi-circle was not something i can do on demand...I have no idea how u guys superjump on demand, I'm guessing you literally can't and have to preplan the motion. I always assumed u needed fat thumbs like tempestnyc who uses one (idk if its modded but doesnt look it). You might consider a low profile mechanical keyboard (get lubricated keycaps or it'll feel dry dry dry)....but even then you are picking and choosing between doing one moveset faster than another. I recently completely redid my control scheme so I could forward zigzag and rekka dash cancel easier. I don't think there is a perfect system for this game....short of using your other body parts, as 10 fingers is not enough. I will say the shift asd space control scheme is very good for movement, but fails when you get into rekka cancels. wasd was terrible cause aerial specials placed bizarre stretches on your hands...even just jumping from s to w for a super is weird, whereas s+space is seamless
If you have a gaming keyboard that can process more than 4 keys at once, you can try switching to that. Standard ASD with space bar as up is how I play, and it's really accurate without causing injury. Press and hold S, press and hold D, let go of S, then press the attack key. You'll get the hang of it after a little bit of practice. A lot of people play on keyboard for the same exact reason, so you may find the answer to your problem there.
For everyone else, I do use the dpad, my current keyboard has some limitations on its button presses because its so old and cheap, and i dunno if its worth it to buy a gaming one or a hitbox, Im really not used to it, just thinking to use keyboard make me have to relearn the game, as I already tried with my current keyboard,
Learning a new control scheme is actually quiet difficult as you have to relearn a lot of muscle memory.
I understand your frustrations but what you are experiencing is just part of the learning process.
Many people who do not play charge characters have a similar experience when trying to transition.
If you can perform the moves in training mode with consistency your issue is more muscle memory and not overall execution.
The best way to engage muscle memory is to use short practice sessions, fight a few people online for about 15mins then take a break for a few hours and go again.
As a piano player I can attest to this being the case, trying to force through the tactile frustration does little in terms of improving your internalization of the motions.
Try also to slow down and loosen up, slow practice is much more effective. If you are rushing your inputs they will be sloppy and less likely to register.
In training mode Use the input visualizer and just perform the inputs slowly and as evenly as possible regardless of it is too slow for the game to actually register the move, then speed up.
This can sound like a silly approach but it can really help with developing good habits in your executions.
You could have developed bad habits without even knowing they are there when it comes to your finger,hand,arm positions. This can help solve such issues and make you overall more comfortable and confident in your ability to execute.
I hope you do not give up because you 100% can do this, might be hard but you are more then capable if you keep at it.
No one mentioned anything about hit confirms anyway and hit confirming is not even really much of a thing in guilty gear games.
It's slightly more insidious than that. The AI doesn't make a decision to "intentionally" give openings at all. It simply randomly chooses to block some attacks (if it is able). The higher the level of AI, the greater the block chance, but it's never 100%. If you stand there and mash punch on their block there's a good chance you'll eventually get a hit before pushing them out of range.
Playing against the AI is completely pointless. It's simply not even the same game.
Hit confirming is the concept that after a move connects the ability to recognize if the move was blocked or not. Guilty Gear games are not balanced around hit confirms in the same way a games like Street Fighter are.
This thread is about combo execution in regards to characters with motion inputs and asking for help in improving in this area not hit confirms.