Before I completely finish the video, I think one of Romolla's main points will be consistent damage off of abare buttons, or their fastest buttons. Cuz that is a key definer of the top tiers of this game
It would be interesting if you did a video about why a character isn't considered Top Tier, like weaknesses they have and ways other characters can exploit them. For example Goldlewis' weakness to attacks that are low during blockstrings, being unable to use his fastest buttons to hit them (2p whiffs most 2k's and other moves), and being a slow big body in general.
Ino is another character who has many ways to access her win condition. Throw, 2k 2d, 6h, h stroke, and her jump ins all lead into note oki. And she has one of the best wall slumps. Additionally, she can get manually timed safe jumps off of close hit HCL or super wall break
I think part of being a good character is how often should they change their game plan depending on the opponent.... I feel like most of this characters doesn't have to adjust on match ups, or if they do its a pretty low percentage of the cast, for example may vs axel, but in general Sol doesn't have to change his game plan vs potemkin or May, while if you play goldlewis you will have to think what to do vs pretty much anyone, pretty much the same with faust anyways I think that counts as part of being consistent
I think Sol isnt quite so lucky because he struggles to control ground space if his options to get in are hampered by a matchup, so I think there is some adjustment to be made even against pot, though not as much as against HC or faust. He is also very meter dependent on functioning against characters that can keep him out as well, like rom said.
Unlike other fighting game pros that claims a character is good due to damage and oki, Romolla goes deep in depth about the characters. The good and bad things about them
What generally makes a character top tier is a two factor scale. Every character has foundational gameplay, and gimmicks. Strong gimmicks make foundational gameplay easier to assert. If your character has dogshit buttons, but has some really cheap nonsense special thats like a +3 dive kick or a +2 on block approaching low that converts. Those bad buttons are somewhat opened up by the gimmick. Inversed, if you have very bad specials but great buttons, the foundational gameplay opens the buttons up. What make a top tier, is when both factors are strong thus they both enable eachother. This is "consistency" because the tools are all enabling eachother. A bad low tier lacks either. Take Anji, a character whos specials (aside from Kou) are very gimmicky and unreliable. His buttons are also weak, granting him very few if any +frame situations. Yes his CH damage is high, but his kit doesnt enable him to access it reliably.
Also what can help chars out to be this consistent is disjonted buttons. That is what makes ram and may consistent, they are simply too hard to challange in neutral so they get to be right way more often, and threat it presents allow them to move way more freely.
@@therealjohncena760 j.S is like half the screen's worth of disjoints lmao. Also f.S and HS like they said before. And she has two projectiles that are heavily plus when all else fails.
I still can't believe Zato doesn't come up at all in top tier discussions. I wouldn't doubt that he has the best tournament results so far. Drunkard's and Oppose make his neutral unbeatable, good timing with specials makes everything unpunishable, he has the best air mobility, and he can convert off of any hit into big damage
Zato needs Eddie or meter to access his more damaging combos as well as to access better pressure/mixups. Take out Eddie and Zato needs 50 meter to get real dangerous
unless he gets buffed and given some bs (not that he needs it) he probably won’t be considered top 5 by most people because he’s too volatile (once eddie dies, he’s the worst character) and requires more work than them. drunkard and oppose can be worked around pretty simply, and you still need to use certain buttons for big dmg (as opposed to nago who can get like 50% off of 7f buttons)
Top tier = broken shit robbery buttons. Nago 5K/2S pokes into beyblade BS Sol fS pressure, wakeup 5K and volcanic vipah roberry Ram 5S, HS, corner carry Leo backturn stance from DP reversal Top tier on this game is UNGA! But I like it.
What I find egregious is that Nagoriyuki can use fukyo 7 times and still not go into blood rage! Is that balanced? It'd be nice if other characters were on even ground in terms of conversion potential. I'd like for May to get some kind of riding dolphin setplay tied to another Guage.
Keep in mind that fukyo is 20+ frames total duration. If you are looking for it you should be able to punish every time, forcing him to mix forward and backward fukyo for rps. Unless he uses clone or other specials to jail you, fukyo will never be safe, therefore he has to spend either meter or blood and make it safe.
Well ofc he can do Fukyo 7 times, it’s his only movement option and his only move that costs blood that doesn’t have a hitbox attatched to it, not to mention most of the time he’s gonna have a good bit of blood because he’s gonna be using other moves
Nago is at least balanced with the blood tax while neither Sol nor Ram worry about resource control and giving up the round with a single risk or mistake
Ram still has to pay attention to when she throws her swords. There are good times and very bad times for that. As someone who is new to GG who started with Ram. That was a very rough lesson.
at a lower level of play yes, but at a higher level nago’s range increase with blood enables him to pull off offense that he was previously unable to do, that combined with amazing normals is more than enough to overcompensate for the risk of popping
Why do people talk like the blood gauge is that hard to manage? I'd rather deal with Sol or May than any Nago simply because I know I can take hit from those character, while against Nago a single stray hit would result in half of my health bar. On Celestial the only way you could win is waiting for their mistake because there are little things you could achieve against a competent Nago. They could make it so he never go into blood rage and just take away his absurd frame data and I'd be happy for that trade off alone, but I doubt you Nago players could do anything without those plus moves.
Ah yes! consistency! I think you mean 2K - 2D - item toss and just see what kinda wacky shit you can pull off depending on the item
Consistently fun :)
The one time you go 2K-2D-Item toss (meteor) and just win makes up for all the times it tossed a trumpet straight at their feet
Before I completely finish the video, I think one of Romolla's main points will be consistent damage off of abare buttons, or their fastest buttons. Cuz that is a key definer of the top tiers of this game
You a masher 😂
More or less right tho
@@J0ulez5 Are you not?
We Are All Mashing
It would be interesting if you did a video about why a character isn't considered Top Tier, like weaknesses they have and ways other characters can exploit them. For example Goldlewis' weakness to attacks that are low during blockstrings, being unable to use his fastest buttons to hit them (2p whiffs most 2k's and other moves), and being a slow big body in general.
"Why Anji sucks" would be a good title.
@@ninjamasteruiu Daisuke made Anji weak because Guilty Gear needs Jiyuna on commentary. Follow the money.
Ino is another character who has many ways to access her win condition. Throw, 2k 2d, 6h, h stroke, and her jump ins all lead into note oki. And she has one of the best wall slumps. Additionally, she can get manually timed safe jumps off of close hit HCL or super wall break
She also has poor defensive options without meter and can have trouble navigating neutral
I think part of being a good character is how often should they change their game plan depending on the opponent.... I feel like most of this characters doesn't have to adjust on match ups, or if they do its a pretty low percentage of the cast, for example may vs axel, but in general Sol doesn't have to change his game plan vs potemkin or May, while if you play goldlewis you will have to think what to do vs pretty much anyone, pretty much the same with faust
anyways I think that counts as part of being consistent
I think Sol isnt quite so lucky because he struggles to control ground space if his options to get in are hampered by a matchup, so I think there is some adjustment to be made even against pot, though not as much as against HC or faust. He is also very meter dependent on functioning against characters that can keep him out as well, like rom said.
Unlike other fighting game pros that claims a character is good due to damage and oki, Romolla goes deep in depth about the characters. The good and bad things about them
What generally makes a character top tier is a two factor scale. Every character has foundational gameplay, and gimmicks. Strong gimmicks make foundational gameplay easier to assert. If your character has dogshit buttons, but has some really cheap nonsense special thats like a +3 dive kick or a +2 on block approaching low that converts. Those bad buttons are somewhat opened up by the gimmick. Inversed, if you have very bad specials but great buttons, the foundational gameplay opens the buttons up. What make a top tier, is when both factors are strong thus they both enable eachother. This is "consistency" because the tools are all enabling eachother. A bad low tier lacks either. Take Anji, a character whos specials (aside from Kou) are very gimmicky and unreliable. His buttons are also weak, granting him very few if any +frame situations. Yes his CH damage is high, but his kit doesnt enable him to access it reliably.
Also what can help chars out to be this consistent is disjonted buttons. That is what makes ram and may consistent, they are simply too hard to challange in neutral so they get to be right way more often, and threat it presents allow them to move way more freely.
what button does Ram have thats disjointed, you can punish almost any long reaching move she has wit 6p if you know its coming
@@therealjohncena760 f.s and hs are both disjoint at the tips lol
@@therealjohncena760 Yes you can use 6p but do you know what happens if you whiff it ? 6ps usually have on avrage around 20f recovery.
@@therealjohncena760 j.S is like half the screen's worth of disjoints lmao. Also f.S and HS like they said before. And she has two projectiles that are heavily plus when all else fails.
I still can't believe Zato doesn't come up at all in top tier discussions. I wouldn't doubt that he has the best tournament results so far. Drunkard's and Oppose make his neutral unbeatable, good timing with specials makes everything unpunishable, he has the best air mobility, and he can convert off of any hit into big damage
Zato requires a really, really big brain to work well.
And he has the advantage of people not labbing enough against him.
Isn't he only considered high tier tho
Zato needs Eddie or meter to access his more damaging combos as well as to access better pressure/mixups. Take out Eddie and Zato needs 50 meter to get real dangerous
unless he gets buffed and given some bs (not that he needs it) he probably won’t be considered top 5 by most people because he’s too volatile (once eddie dies, he’s the worst character) and requires more work than them. drunkard and oppose can be worked around pretty simply, and you still need to use certain buttons for big dmg (as opposed to nago who can get like 50% off of 7f buttons)
My boy, Nagoriyuki is great. Feelsgood 😎
Thank you for the new ggst chaos video 12 hours ago thanks again playing chaos !!
Don't have anything to say, just commenting for The Algorithm™
good video!
will yoy cover kofXV?
Top tier = broken shit robbery buttons.
Nago 5K/2S pokes into beyblade BS
Sol fS pressure, wakeup 5K and volcanic vipah roberry
Ram 5S, HS, corner carry
Leo backturn stance from DP reversal
Top tier on this game is UNGA! But I like it.
glasses wsshhw count: 0
What I find egregious is that Nagoriyuki can use fukyo 7 times and still not go into blood rage! Is that balanced?
It'd be nice if other characters were on even ground in terms of conversion potential. I'd like for May to get some kind of riding dolphin setplay tied to another Guage.
Absolutely not
Keep in mind that fukyo is 20+ frames total duration. If you are looking for it you should be able to punish every time, forcing him to mix forward and backward fukyo for rps. Unless he uses clone or other specials to jail you, fukyo will never be safe, therefore he has to spend either meter or blood and make it safe.
Well ofc he can do Fukyo 7 times, it’s his only movement option and his only move that costs blood that doesn’t have a hitbox attatched to it, not to mention most of the time he’s gonna have a good bit of blood because he’s gonna be using other moves
He's like -20 when he Fukyos, slap his ass if he fuykos in your face.
watch hotashis vid on fukyo
Nago is at least balanced with the blood tax while neither Sol nor Ram worry about resource control and giving up the round with a single risk or mistake
are you trying to say he's not top 1? lol
It was weird how significantly he was buffed compared to the rest of the cast. Being able to combo from any move is questionable game design.
Ram still has to pay attention to when she throws her swords. There are good times and very bad times for that. As someone who is new to GG who started with Ram. That was a very rough lesson.
at a lower level of play yes, but at a higher level nago’s range increase with blood enables him to pull off offense that he was previously unable to do, that combined with amazing normals is more than enough to overcompensate for the risk of popping
Why do people talk like the blood gauge is that hard to manage? I'd rather deal with Sol or May than any Nago simply because I know I can take hit from those character, while against Nago a single stray hit would result in half of my health bar. On Celestial the only way you could win is waiting for their mistake because there are little things you could achieve against a competent Nago.
They could make it so he never go into blood rage and just take away his absurd frame data and I'd be happy for that trade off alone, but I doubt you Nago players could do anything without those plus moves.
Deb-kun pin this pleaseee
the thing that make you shut up