It is so rare to find a beginner's guide that really explains when AND why to use certain moves in a way noobs like me can understand, instead of just rattling off the same stats anyone can find in a wiki. This is excellent, thank you.
An interesting idea for a video might be nerfs to Gio that you would be OK with. Because I don't think any of us expect her to just get buffs even if they do buff her overall, so what nerfs would you be willing to trade off for buffs?
my soft and no content plays, I would really appreciate so guidance on how to fix tNice tutorials problem so I can actually move pass tNice tutorials, thank
When i read the patch notes and saw they only nerfed 2D endlag/range but did nothing to the startup? I knew she was mid. Then i kept reading and saw the 214S changes and became a HC main. (not even kidding... it's what arcsys told me to do) But real talk her biggest problem has always been blockstring offense and how you where well equipped? you could RPS gio pretty hard People just forget ARCSYS LITERALLY CHANGED HOW BLOCKSTRINGS WORK ROFLLLLLL The first patch of the game??? SHE'S GOATED. LIKE A TOP 5 CHARACTER. Let me just run you down everything: Multiple characters had buttons slower than 5f. So dash cS cS was basically pressure vs them. and they couldn't mash out of tick throws The throw tech window had to be like 2f at the time. teleporting strike throw character basically gets to command grab you. You have to hold up. FD??? Adds 2f of blockstun so when you tried to FD her out?? 5H was -3. 214K was -2. and IBFD vs cS into spaced 2D (-1 back then) was +1 ROFLLL And it cost more meter. And it did less pushback. 623S basically hits the ground. so even low poking into her was terrifying post 214K 5K has like infinite juggle points. fS also smoked 6P back then....
Next patch. All this gets changed? (besides 2D) Now she's got better air gatlings and 6P got speed up so you can frame trap reversal throw off dash 5K... seriously that's basically why. BUT.... they turn her into a corner carry monster. any CH starter>air route is like half screen minimum and still ends in HKD Oh she just basically gets the break the wall with dash 5K anti air juggle now. Sick now she's leaning into her win condition of. "just get positive bonus gio for more health, damage, and meter" and has a conversion game strong enough to offset having such an interactive strike throw game plan. Next patch: Yeah that entire corner carry identity... it's basically gone. You are no more special than your average character. 214S? basically deleted. The HKD oki which led into a 3way that repeated itself? REMOVED. Punishable on block kinda down from being +4 but at least it can manually left right now :/.... 623S? reworked. only an antiair now. Probably shouldn't beat lows... but tell that to 6Ps :( 2D? you thought you were keeping 2D? Yeah nah. punishable. Oh but you still can't hit confirm your K normals. 214K?? yeah that gets low profiled now. and does less damage. and you can no longer use heavy delay 214K to smoke fuzzy mash timings to stop the other special moves But thank god you get to do extra chip damage. dash up 2K being unthrowable?? you thought we wouldn't notice? Now working AS INTENDED You having a normal throw range attached to that dash??? BEGONE THOT Lowkey the dash and 236K changes are almost enough to offset this but not when almost everyone else's conversions got better.
I have a question: Is the dmg nerf on her 214 that bad on this patch? I understand last patch the proration really affects the dmg if you start with this, but at least on the patch notes on dustloop it'd seem that on this patch they nerfed it by reducing its dmg by 6. However if we consider the dmg she does with chip dmg, wouldn't blocking c.S > 2S once make up for the dmg nerf if you were to hit 214K? I understand gio does less dmg overall due to combo stability though, and that's definitely rough
6 is a pretty substantial number when you consider the proration changes + characters only having 400ish hp in this game, and you also won’t always have meter. Honestly risc probably matters more than the chip would in that instance. The main issue is that for how awkward of a situation it leaves her in on block, it doesn’t lead to enough damage a lot of times on ch to justify it.
I love how they saw TY and daze playing gio amazingly and neutered her but they saw every HC in every tournament and went “eh give him mix and nerf the zoning everything is fine now :)”
@@ronmexico7256 yes that is why it’s funny to me, JP and to an extent KR are some of the only few development regions that do not give a single fuck how the regions outside of theirs has their meta progressing. Even when the regions they are ignoring are where a majority of growth opportunity is for their games and esports endeavors
@@malvora it’s hard to say what logic is applied to ASW balance patches if you’ve been around for previous games some of the changes defy all reason and I don’t see that changing anytime soon
@@ronmexico7256 yeah that’s tru, I know of the ASW rolling dice to balance LOOL but it seems like with this game they’ve been balancing intentionally but only for JP. Though that’s just what it seems like to me
Watching this after seeing that video LordKnight released a few weeks back on how ArcSys traditionally does their balance patches and this is really informative for Gio specifically. LK posit that ArcSys prioritizes buffing and nerfing specific moves if they're not getting used enough and this is why characters like Sol (who he used as an example in his vid) and Gio like you said suffer so much. When I think of Gio I think of all the changes they keep making to 623S. lol I imagine ArcSys' original justification for giving Gio such a limited movelist was because she still excelled at start of the game as a Strike-Throw character, but she's now fallen behind with all these system changes.