I don’t think wild assault is a bad idea, I actually really like it for the most part. But it’s way too strong. It denies burst, gives you a hard knockdown on wallbreak, gives insane corner carry and works as an amazing pressure confirm from long range normals. Not to mention it just benefits some characters way more than others making it feel very inconsistent across the cast. It’s stupid as hell on characters like Nago, and Ram who gain a LOT from it, on top of new moves and buffs. Great concept, yet terribly executed as of right now. It just does way too much stuff. I would prefer it to be something that’s just a bit more risky and situational to use since you’re using up your own burst gauge. But it doesn’t feel risky at all it feels like you get a free win condition started once the move connects. I would rather it be strong in one aspect depending on what the character actually needs to compliment their toolkit rather than it being a Swiss Army knife of a move. It’s so easy to snowball from round start, get positive wallbreak and just rinse and repeat with minimal drawbacks.
from my experience, people in celestial don't really abuse the system as much as they could. burst meter comes back so fast and positive bonus gives back so many resources there's no reason not to always burn through all the burst meter and tension to get wall break with a hard knockdown. burst meter being strong also means burst, in general, is strong since you'll get it back fast. so i pretty much burn through my resources as fast as possible if it'll guarantee wall break. in terms of wall break priorty, do wild assault if super won't kill, even if you have 50 meter to burn. this allows for a much stronger post wallbreak situation since the tension can be used for RC and the like.
I think the best wild assault (game design-wise, not in strength) right now is Bedman's. It's a white wild assault, so it goes without saying that it's *extremely* strong, but the way it specifically compliments Bedman's kit is what I like about it. Bed can zone quite hard with clever timing, but if they aren't able to set that up, they can also threaten WWA from a solid distance. It's an essential tool in a lot of otherwise abysmal matchups, but I think its weaknesses as a WWA decently balance it out.
@@AchedSphinxpeople in celestial isn’t a good indicator of top level play. Hell even at top level play Chipp is the most degenerate of these red wild assault abusers this patch and I haven’t seen that be fully/properly used
But system mechanics buffing top tiers and being mediocre for lower/mid tiers feel bad. It can feel worse than a top tier having great tools on their own
@@theHOOD61It buffs everyone equally, universal mechanics aren't there to balance the cast, they're there to add more interesting choices to the game overall. The problem isn't Wild Assault, it's Ram being unfun to play against. And I say this as someone who likes her and plays her often.
@@OccuredJakub12...nooooo it doesnt. You understand a universal mechanic can buff a chracter way more than another, like ram gets a lot more off of WA as a mechanic than like idk bridget
@@chrispo7610 Yeah, but the point I'm saying is that the solution isn't changing WA, it's changing Ram and Bridget. And even then, I think it can be okay for some characters to get better rewards off of universal mechanics than others, as long as the others have something of their own to compete, whether it be unique mechanics or more benefits off of OTHER universal mechanics.
@@OccuredJakub12 I disagree. I think Ram and Bridget would have been in phenomenal spots design-wise were it not for WA. It does a bit too much at the moment, in a way that really sharply benefits characters who enjoy having pressure.
the problem with ramlethal (but hotashi provides a solution). cool video going over the process of learning how to deal with problematic situations. i typically used deflect shield during safe jump situations, but i didn't exactly have a lot of success avoiding the situation. gonna try using deflect shield in more situations and see if it pans out.
I really think they need to go back and look at Sword Toss and how it can be manuevered around. It genuinely feels like game over once you've been put in the corner with it, especially once positive is involved, and the fact its pressure loops just feels debilitating. I'm not saying it's broken, but just something needs to happen to it.
Make the explosion hurt Ram too if she's too close to it. All Valentines have self-damaging self-destruct moves (Jack-O Countdown and Elphelt grenade.)
I love that your approach isn't "This shit sucks, arcsys pls patch", and instead it's "This shit sucks, arcsys pls patch, but in the meantime let's figure out some counterplay" this shit's cheap but it's really awesome to know that there's *some* counterplay out there that we can take advantage of
Biggest problem with this is that, they still have positive bonus, they can just rc the deflect shield and continue pressure that way and you're there draining more resources to stay alive and not be chipped while guessing for your life
Whatever problems there are with Ram this patch Chipp has more of them. Him and Ram have always been the “hard knockdown wallbreak shake my hand” characters, but Chipp importantly has even better odds of landing that initial hit thanks to his movement, and he has criminally underdiscussed meterless corner carry. Meaning he has access to using the wild assault as the wallbreak move from round start/before reaching 50% super meter. If Chipp hits you, if that’s a big enough opening you have to burst without him even needing to use the wild assault, because their default option in that scenario is to just go for wild assault once you’re wall slumped
Ramlethal when you waste burst: The idiot who wasted their meter was you! No Alibi, No Justice, No Dreams, No Hope! Its time to pay for your crimes! Take this!
Hotashi's comments on Wild Assault remind me of my favorite "PvP" game called Elsword. Within it was an item called Ring of Fury, and what it allowed you was an resource that to attempt a free catch(that was also a buff at the same time) at the start of any match. This put the players going against it in a game of cat and mouse to try and manipulate the player with the Ring to use it and fail at their catch so you could finally start pressuring them the way you wanted. If you failed and the player caught you, you were basically going to eat 30-50% of your health.
@@Longsword. I quit when Laby came out. But I used to play Wind Sneaker. Game is shells from how it used to be, the power creep is fucking insane, and the devs don't really care about balancing it. Sad to see it go out. I play on Elsword Rosso now
I think there are not enough differences between base and charged Wild Assault. I always forget you can charge it cause at base it's SO strong. At a base I think it should only have the cancel property. And MAYBE draining Burst on hit can stay. Draining burst on block should either be gone entirely or be exclusive to Charged Wild Assault. Hard KD on wall break should be exclusive to Charged Wild Assault as well.
not to mention White WA straight up BEATS reversals since it's a fully invincible, fast start up, takes away burst on hit / block, guardcrushes, and converts on a hit. i love wa for conversions but WA does too much. still wish it was more punishable on a hard read. i can literally hard read a WA round start but its so active, i need to delay the jump attack so much.
White WA has terrible proration, scaling and gravity. WWA combos are the least of your concern, the real issue is that each WWA char gets a massive hitbox alongside it (except Potemkin because they hate him I guess.)
I stoped playing the game since there is not enough players in my area, so im out of touch. But why are we RPSing the queen of disjoints at round start?
12:57 the way hotashi says "except for goldlewis" just destroyed me. mans had to fight for that 6p to be half as good as every one else's and he's still taking Ls.
Strive remains this game I keep wanting to like. I get excited each patch, then realizing core issues are still there, or worse. I just don't get the developers' desire to keep this game in such a snowball heavy state where basic neutral wins lead to massive gains. Edit- Needs to be said though, love your mindset and the video definitely taught me some stuff.
@@sweetshoez I think that'd be solved pmuch entirely if the snowballing was toned down. The current round start distance really nicely benefits characters like Pot, who I feel do need such privileges considering their other weaknesses.
Genuinely think manual sword recall only as a thing ‘fixes’ ram & make startup 20-31f or so; Instant recovery. ground only if it’s around 20f, air ok if it’s 30f. Can cancel into it but would be risky & add more gaps. Different but new offensive opportunites while taking away corner loops & leaving her in an asuka situation when even 1 sword is tossed & she’s pressured. I’d def main her with a more risk/reward thing like that - like how I thought they’d do when the game dropped. Auto retrieve imho was the worst thing they did to ram. Not because butthurt but it’s boring.
I like the idea of Burst being more flexible as a resource but if you're going to take away people's abilities to regular burst, then the Defensive Shield NEEDS to be really good. If you're not expected to be at full burst then that's not really a realistically defensive option most of the time
Dosen't work if you FD, at most you get two loops and even then the situation requires at least 1 bar of meter, at least half burst and level 3 drone by the time you start it (unless the guard crush infinite you're thinking of is different from the one I'm thinking of)
@@roarkviolet1912 if you fast rc at the earliest timing you build back the bar faster than you lose it, I think. But, yeah you need a bar and corner to start.
I started playing on the first of novembre and I decided to play Ramlethal, I have to say playing her is like killing or being killed the game is decided in the firsts 7 seconds who touch first is the one who wins
While wild assault plugs in the holes on anjis offense to help make fuujin more threading with risc crank and meter build ultimately you can still effectively rps with anji imo what makes anji WAWA actually good is the bounce off 5h giving the charge hit no matter what allowing him to constantly route into high unburstable damage if he gets a hit
1 frame startup 2 frame recovery. It's annoying but we will survive. The gameplan is unchanged. White wild assault impacts very little. Yeah 6p sucks. :(
Wild Assault was great the first day I was playing S3 when everyone was just having fun in park but I've gradually fallen back off the game again and gone back to SF6 and Xrd. I suck more at those games but they feel slightly less over the top (Which feels weird to say about Xrd).
Few things I'd like to see implemented. TLDR on what imma say 1) Positive bonus ends faster 2) Wild Assault on Block doesn't drain Burst meter 3) Wild Assault doesn't give Hard KD on wallbreak. To start, positive bonus is too strong for no reason, but since Arcsys likely won't remove the mechanic, making it shorter (around 1/3 to 1/2 f its time being taken away) would make it less. Wild Assault draining burst meter on block is way too powerful, especially on Red WAs. Maybe white and blue could keep the slight burst drain since they guard crush. Red though definitely shouldn't have it because of how easy it is to uses in or many scenarios. Last change that I'd love to see more than any other is the removal of all Wild Assaults being able to Hard Knockdown on wall break. First off, it makes the game less fun to watch imo as supers are used far less than before. I know, that's subjective to my own preference but I still think more people like seeing Johnny use "What's my name" than him just moving very fast with a red outline trailing behind him. Secondly, Wild Assault's only weakness on wall break compared to a Super is that it does slightly less damage and it drains burst (oh but wait, positive bonus gives you back all your burst by the end of it so you didn't really lose anything after 6 seconds.). Meanwhile, it takes away a chunk of burst meter (while supers add to the opponents burst) and grants a hard knockdown. Sure supers still can be used, often for things like if you need to secure a kill a WA wouldn't on wall break or if you don't have any burst meter left, but 9/10 times you are going to use Wild assault on wallbreak because it takes away your opponent's strongest defensive resource and gives you a near identical reward along with that
I might be being a bit naive here, but if ram 5S is whiffing, why do we care about 6P? Why not just whiff punish it? Why should goldlewis 6P not reaching even matter when he can just whiff punish with 5S xx 684HS?
I wont come back this game until they add frame data in training mode. Gg is all about mastering your character and matchups but I have to go on dustloop to learn my character and matchups dafuq😮💨
You know what I think it is now take my opinion with a HEFTY grain of salt because I think the tower system is full of it. The idea that certain characters have access to red wild assault kind of unsettles me. I think it unsettles me because certain characters just based on how they interact/ gameflow of how they play are the last people to need to be able to snowball or convert so heavily off a single scratch. There are like very few instances that I can come up with minus big body characters (im not as informed on that topic) where a red wild assault isn't an instant advantage in guilty gear right now. More importantly I want to know what is the criterion they used to administer certain TYPES of Wild Assaults? The relationship between wallbreak and positive bonus is also problematic in its own right. A hard knockdown with no meter requirement which still allows to gain positive bonus, maybe if the wall break occured with wild assault remove positive bonus? So if a person values their tension over their burst meter that they are heavily banking on the smart usage of the 50% or more meter they already have? I'm just brainstorming a way to make it less snowbally, because it is very difficult to communicate to someone that they are in a position of checkmate. More importantly the initial idea of wild assault from the general results that we the player are experiencing was to create more aggressive scenario's, potentially even band aid fixing characters with smart usage of meter. Instead now with the problem highlighted in the video it feels like certain things become very 1 dimensional. The game can become very boring because you are walking on eggshells, because of how oppressive positive bonus loops are into maintaining a very strong winning position. Unless I misinterpreted the video at all, thats the conclusion I'm kind of walking away with and have seen some people do while browsing through high level players fighting each other.
Orange Wild Assault leading to wallbreak of random hits in neutral is a problem with literally every character that gets it, the reason Ram is a bigger problem is because she has one of the best f.S in the game. Sol, Ky, Johnny, Anji, any character with OWA can either get u to corner or straight up wallbreak off a single hit any time now. Genuinely absurd mechanic. Meanwhile low tiers like Pot get the worst WA and the worst version of said WA. There's no reason to ever not want Orange Wild Assault for your character.
there are so many options the game turned into one-sided resource management games, more u have by the end of the match the better ur odds, its so weird
"you just wait untill ram players fuck up" does that not apply to every single character in this game when it comes to applying pressure and trying to mix someone? Even you do this and get blown up for it.
I think that the reason that they chose to make wild assault remove some of your burst meter is because they buffed burst to be fullscreen. This makes burst impossible to deal with outside of hard baiting it. I think that burst should be available at 87.5% meter, but since the burst gauge is not full it uses the original non fullscreen burst. That way, using wild assault cannot remove burst if blocked, it only allows you to do old unburstable combos.
@@drewsbiggestfan689 it's literally used to loop hdisk oki, if you get hit by hdisk mix they can use it to loop it, its nowhere near as bad as others cause its only on hit its used
Positive bonus is a stupid mechanic, i agree. But wild assault was just a mistake. It gives: -Corner-to-corner combos for everyone -Burst drain -Wallbreak knockdown I just wish they added blitz instead.