Thanks to Torokami for sponsoring this video! You can preorder the Testament cardigan here - torokami.com/collections/guilty-gear-strive/products/guilty-gear-strive-testament-cardigan (apparently there was some sound problems so I had to reupload, sorry) ((also pls subscribe))
I tried to big brain it by opening transcript so I can read it instead. Turns out it will not load if the video is made private which I quickly found out after refreshing the page
@@sha_0_rkie337 LK highkey baited us by adding this comment, Torokami's production run was for last month. They've just been shipping out pre-orders this week. You can't get it anymore
As someone who plays a lot of Testament, I think the buffs were huge. They can zone much better yeah but they also get to loop 2H>crow>stain pop in combos much more often and more consistently. This gives you higher meter build and better corner carry/side switch opportunitiy. They can still struggle in some matchups against characters that get up in your face, but it feels a lot more even now.
I've commented about this too. As a player, it feels like their kit actually works as intended with mixed ranges, good zoning, and being able to actually keep the succubus out for escapes. Other players are struggling against Test, too. They keep expecting mid-range pokes into combos and minimal teleports and are getting ragey about it at times. Definitely feels like a different character to play against.
i thought this had become lost media while i was 2 minutes in. unrelated but LK you should do those audio stories that r to help ppl sleep, ur voice is like hella calming
sol being nerfed into a higher position relative to the rest of the roster while zato got buffed into a worse overall position relative to the roster is the kind of propaganda im here to push aside from johnny, great patch. very funny
DPs got throw invul now too so I think it's a good compensation. I play a DP character and I'm happy with it, it's kind of a fair change when so many DP characters were also top tier or high tier. When you DP you actually get punished but on the other hand we have full meterless reversals which have become increasingly rare in fighting games.
@@cn4090I don't play strive but does wakeup dp remove your wakeup throw protection? If it does then I imagine it would be pretty hard to notice when you're actually throwing a dp over anything else
@@funkopapa8223 Yes. The general rock paper scissors of wake up dp was beating a meaty attack but was vulnerable to throw. This recent patch in Strive removed the use of meter via blocked dp, which allowed it to be basically a safe recovery while going on offense, but they also removed that throw weakness. This changes the risk of wake up dp drastically as it's more risky.
The Bed scares me, I never learned how to fight it prior to the patch so now when I encounter one it feels less like I'm fighting and more like I'm watching an ad for a prestige blender
Potemkin's changes really help when he gets non-optimal hits. Technically he's got some new optimal combos, but if he was landing a cS he was already doing a ton of damage. But now he can get real oki if he catches a backdash with fS > 5H for example. Or blows through your big poke with Hammerfall like a BT or a Ram 5H. The burst changes and wild assault changes are also an indirect buff. A lot of characters gameplans revolved around getting one wallbreak hardknock and just looping pressure and wallbreaks with positive bonus. And with Pot's awkward defense he had a hard time dealing with it. Other characters also get burst less which he could have a hard time dealing with. WWA did get nerfed which does matter but everything else makes up for it.
I want forward megafist buff and slide head buff, megafist should be + at least on hit and slide head should either deal some damage or be unblockable.
You know it’s a good day when you are out at 5am and you see your favorite FGC pro! Best of luck in future matches wish I was better than a mid-tier player to get some matches in one day but glad to recognize you! Hope the rizz god had a fruitful journey during the turn up
The Testament changes are actually really impactful against most of the cast, due to the situation after you get a full screen max charge S reaper out. Before, you were rather limited; try to hit with a crow or pull up behind the fireball. The first was unreliable and not very impactful, the second just meant that they backed up and waited to counter you. Testament is not great in the mid range when unstained, so even though you gained space it was hard to gain momentum there. Now you just wait at max range to force them to make a move. Airdashes are risky as they can easily be stuffed and you won't reach Testament with any attack from there. Even just iad fd cancel will mostly just put you back to the sane spot again. Empty or double jumps put you at great risk from teleport and being attacked from a difficult angle to contest (below and behind you). If you are looking at Testament to see what they do, you are vulnerable to arbiter sign, as you need to look at the opposite end of the screen to react properly. If you do nothing and look at your own character to block it, Testament gets a free teleport that is plus from the fireball hitting, and now you are with your back to the corner and getting stained since the succubus remains. This totally feels like a new win condition for Testament. Unfortunately it does nothing against fast characters with good air movement, so May, Millia, Chipp 😕 Also throw now giving a dp safe left-right that (thanks to the 2H change) gives good damage and setup on either hit is also pretty big.
As someone who picked up strive recently, so nothing from this patch has actually changed anything for me personally, but in terms of Bedman?, the character I've decided to play, I cannot imagine a world where his j.S doesn't a scoop. It's one of those things where I'm sure that the move was good previously but was made so much better with that change. Also his f.S feels terrible. Great range, but admittedly not much else. I'll probably get better at using it though. And lastly, as a new player I wondered why error 6E canceled on block, then quickly after that I realized that maybe, just maybe, a big line of explosions appearing in front of bedman? while he's blocking attacks probably wouldn't be a good thing. It would be great for bedman?, it's just that he'd probably be the best character in the game at that point for very stupid reasons.
Yep, 0 effort for a ton of reward. It's boring. There are some Slayer players that play well and I respect those, but the rate at which bad players win with him is way too high.
I don't like anything about slayer. I was excited about him because the older players were hyping him up a lot but.... I don't like his rushdown playstyle, I don't like his animations, I don't like his supers, I don't like win screen, and I especially don't like how often I run into them. At least his theme is good.
Definitely my own testament main bias here but I think the buffs are better than a lot of people think. There are next to no matches where the changes arent noticeable, wether its your post-burst situation and being able to threaten with arbiter or having better routing because of the 2s or 2h buffs, more so with the teleport buffs and succubus not going away from it. I think testament is on the rise
Nothing changes for Millia. still the same meager moveset, gutting neutral, absurd risks, inconsistent options and a mix that doesn't work and doesn't loop half the time..
Hitting a reversal should not be a win condition. DP > RTL wallbreak from almost anywhere on the stage into safejump into Positive Bonus pressure was ridiculous.
@@cob1millionit made sin unique but they taking away his identity rip. October patch better be big n istg if eat still doesnt have any changes I'm so fukin done lol.
I’m aware the changes don’t seem enormous, but missing zato off this list seems like an odd decision. What’re your thoughts on his (admittedly minor) changes?
@@andrueis ah shoot really? fair enough. I'm on an off a zato player and i think that the change to how eddie responds to burst and YRC really helps the risk reward issue, but he still needs a lil something. The pierce change is actually huge for his conversions off counterhit slashes in neutral, but its not super helpful for much else? i think some combos are a little easier to time because of it but thats about the extent i noticed so far.
How old are you man? Saw you around since vanilla blazblue and figure you're around late 20's early 30's; how'd you get so many grey hairs all of a sudden.
I hope they buff Slayer's backdash or other defence tools just a bit. He could exchange that for like 15% of his damage. Making Hand of Doom a usable special would also be very nice. But if they just nerf him because people refuse to lab, I would be forced to go back to my honest mid tier Johnny
Can't decide if ABA in jealousy-mode got buffed or nerfed by the death of DP RC. It was godlike armoring through those things before. But now she can just yomi block and end lives with a regular punish. But then sometimes people don't DP and they even get out when she stops to block. It was so much easier before, Danzai'ing 100% of the time 🤣
@@coomcharger6105 Naw, not what I was referring to, but yes, hers can be RC'd post-patch because it isn't a really DP she can wake up with. It loses if hit on the early parts of its startup, before getting its armor. I was just referring to how that move was the all-out best option for destroying DC RC strats before. Simpler times for single-braincell ABA players 🦍
If you think roundstart RPS leading straight into Wild Assault wallbreak snowballing is less bland than this, then I don't know what to tell you. Strategic diversity is way up after this patch, doubly so with DP RC being gone.
@@cob1million what you just described...are Guilty Gear staples in the series. I get a mere 25% meter and I start snowballing. I get a knockdown. I start snowballing. I force you to block and i start snowballing. So yes i expect the same for something titled Guilty Gear. Unless im playing Overture or some shit.
@@sinshenlong In older games, you don't start a round with meter in the tank (unlike WA), and Positive Bonus doesn't exist as a resource-snowballing mechanic. Getting a turn versus achieving your win condition for the round off of roundstart are also not the same thing. Strive has both weaker defensive tools than +R/Rev2 as well as stronger snowballing mechanics.
@@cob1million In older games there is not a built-in automatic burst mechanic that gets you out of a disadvantageous situation for FREE and forces neutral either. (Wall breaks) And the bursts that are in those games were not full screen. The normals were more jump cancellable, the gatling table was freer in terms of routes, and roman cancels were far cheaper. When I say the game is blander, I am comparing the series to other titles in the series. At least in previous seasons, Positive bonus is there to offset the stuff in the first paragraph. Wild Assault as well, but nah, lets be strategic and drain resources from an already limited resource title. I have never in my life looked at Street Fighter or Tekken or Garou and thought man this looks way more explosive and high octane than Guilty Gear. But in 2024 , here we fkin are.
@@sinshenlong WA drains Burst on hit. Are you suggesting that a player MUST Burst immediately after they get tagged by a f.S or 6P at round start if they don't want to get wallbroken? Also, wallbreak does NOT get you out of a disadvantageous situation if they wallbreak with WA since you are knocked down, and nearly every character can continue pressure gaplessly with a safejump and Positive Bonus after the wallbreak. The entire interaction sequence surrounding WA wallbreaks was boring and uninteractive for both players. Compare this to wallbreaking with a super, which cannot be obtained off of the usual safe roundstart pokes because they require building 50 meter first, and requires multiple interactions before a wallbreak ever happens and gives the defender plenty of agency. Furthermore, if you try to Burst after the wallbreak to contest the round you are still at a major life and resource deficit, and your opponent will regain enough Burst from Positive Bonus to do the same thing NEXT round too. It's actually more optimal to hold your Burst and die as fast as possible instead of trying to mount a comeback so your opponent doesn't start next round with a resource advantage. It's completely untenable. Don't move the goalposts, you said “the game has become blander” which implies that the removal of such degeneracy is somehow a net negative. I can't think of anything more bland and linear than unchecked resource snowballing off of at most two neutral interactions per round, as it's been in Season 3 up to this point.
Dunno I am one of those that do not care either way since they gave DP throw invul at least. But overall I do not think DP RC(especially now with WA changes) was ever an issue except maybe in case of leo. I like how I had to figure out different ways to make them whiff and throw RPS was fun. Like even before blocked DP was still a net loss for DP character and far from ideal situation. Proration on hit was high and combos and set ups after it are whatever. Like all these characters get to do something degenerate but somehow we draw the line on DP RC, as if HC can't just do whatever the hell he wants, jacko making you block for 20s at the time etc At least they could have left RRC on hit since risk you now taking, and it is fun.
Universal defensive options exist to defend against Happy Chaos and Jack-O accessible to every character. Half the characters in the game have no conceivable way to deal with DPs during their offense as it is, let alone when the defender can RC to start their own turn with a high-low-throw mixup on block or a wallbreak combo with optional sideswap on hit. I don't know which characters or at what skill level you play but DP RC was utterly degenerate no matter how you slice it.
@@MarkoLomovic What about my comment is cap? The fact is that DP characters simply could not be frame trapped when they had meter without risking a 50/50 that gave them their win condition for the round. I would consider that degenerate in the sense that it boils offensive/defensive interactions down to a single-layered guessing game.
@@cob1million Everything. You absolutely can frame trap them just not with natural strings that can't be gapless. When you are on offense you control when they can DP. I am sorry but that sounds like skill issue to me since only argument before was that DP on HIT can lead into wall break and hkd. That was never DP specific issue.
@@MarkoLomovic You're so right dude, that thing that top players have said is too strong since the start of the game is just a skill issue. Evidently ArcSys also thought it was a big enough problem to remove it entirely instead of trying to balance it again and make it work. It's a polarizing and fundamentally flawed design. Also, please read comments before you reply to them. Every attempted frame trap, whether through a natural gap or delayed gatling, is a 50/50 that favours the defender if they have meter. DP RC combos are also way stronger than any combos off of abare because P/K buttons have heavy damage and gravity scaling where DPs do not.
Nah, that's cope, Jonathantene has been winning multiple tournaments with him and I'm pretty sure Setchi won a SaltyEU too (yes I know Jonathan still says he's bad, but he's coping). If he's bottom 1, then this game is the most balanced it's ever been and quite frankly no one can complain about character balance at all. I don't think Jonathan won many (if any) tournaments as Sol S3 and he used to main him S1 but as soon as Zato gets buffed he won a California local bracket (with Apologyman) and he won again tonight. Tiers don't matter at ALL for 99.99% of players since you can always out skill your opponent and if Jonathan can out skill Apologyman who is his peer then even at a highest level the game is quite balanced. Now will Zato win Evo? Probably not, but that means absolutely nothing for you, so you dropping him is pure cope.