GUILTY GEAR -STRIVE-

GUILTY GEAR -STRIVE-

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How do you deal with reversals?
Most of the guides and info focuses on dealing them, not dealing 'with' them. So any advice here, cause what happens is if I go up to someone who is in hard knockdown and pretend to be doing a meaty (and instead block) the timing is such that THEY CAN USUALLY TELL cause last time I checked u can't block standing without moving backwards or being near frame perfect.

I'm just getting tired of being spammed by bridget/sol/ky wakeup reversals esp given they dont takeup meter ...and fighting bridget his flimsy body flies out of combos (god knows why they designed him THAT way) and I never get to do anything other than block so its pretty frustrating when I finally get them on the ground and feel the opposite of rewarded. Esp the range on reversals, backdashing and keeping safe distance in this game is so irrelevant against most of the moves ur hit with. Does anyone even backdash anymore? I don't, and I don't see it being done by anyone else either. Can I backdash a reversal? No.

After a hard knockdown, u have that thing where u jump and dash forward and do an aerial as they getup but u hold block as soon as u input it?....does that only work for slash and heavy slash moves or what's the trick there it never works for me, the dust wiki doesn't cover it in any detail.
Last edited by Hellhounfd3223; 18 Jan @ 5:08am
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Showing 1-14 of 14 comments
Bnuuy 18 Jan @ 6:28am 
While I don't get why you're misgendering a fictional character, it's quite simple. Mind games. Because they might think they can get you with a wakeup DP, you just block, or even better, faultless defense on wakeup and reversals won't hit. Since they can't be RC'd anymore too, they're unsafe and you can get a nice counterhit into combo. Also: If you use your dash macro to approach them, you can press back to block.
Originally posted by Bnuuuy:
While I don't get why you're misgendering a fictional character, it's quite simple. Mind games. Because they might think they can get you with a wakeup DP, you just block, or even better, faultless defense on wakeup and reversals won't hit. Since they can't be RC'd anymore too, they're unsafe and you can get a nice counterhit into combo. Also: If you use your dash macro to approach them, you can press back to block.
Ah man, I had so much hope when I saw your name Bnuuuy....I feel so let down here....who can you trust if not the Bnuuuy's of the world...he's the one u rely on for this stuff.
Originally posted by Bnuuuy:
While I don't get why you're misgendering a fictional character, it's quite simple. Mind games. Because they might think they can get you with a wakeup DP, you just block, or even better, faultless defense on wakeup and reversals won't hit. Since they can't be RC'd anymore too, they're unsafe and you can get a nice counterhit into combo. Also: If you use your dash macro to approach them, you can press back to block.

Bridget is a guy though...
You bait them out of the opponent until said opponent gets tired of eating self-inflicted damage, fake them out, do something that's almost-kinda-technically-maybe reversal safe (meticulously spaced and timed Ky 5k as a meaty), condition them into not using them, or you seethe and hold them.

Reversals have many properties, but the most dangerous one by far is their ability to make you mad, and when you're mad and seething, all other properties of the reversal in question increase in power and potency by 10 orders of magnitude, and successful counter hits start dealing damage straight to your mental health bar, and once your mental health bar is under 30%, it becomes impossible to play well, let alone enjoy the game.

tl;dr don't get mad.
Originally posted by Vassago Rain:
You bait them out of the opponent until said opponent gets tired of eating self-inflicted damage, fake them out, do something that's almost-kinda-technically-maybe reversal safe (meticulously spaced and timed Ky 5k as a meaty), condition them into not using them, or you seethe and hold them.

Reversals have many properties, but the most dangerous one by far is their ability to make you mad, and when you're mad and seething, all other properties of the reversal in question increase in power and potency by 10 orders of magnitude, and successful counter hits start dealing damage straight to your mental health bar, and once your mental health bar is under 30%, it becomes impossible to play well, let alone enjoy the game.

tl;dr don't get mad.
Kinda off topic, the thread is about Bridget's gender. But i'll allow it.
Originally posted by johnsinger1912:
Originally posted by Vassago Rain:
You bait them out of the opponent until said opponent gets tired of eating self-inflicted damage, fake them out, do something that's almost-kinda-technically-maybe reversal safe (meticulously spaced and timed Ky 5k as a meaty), condition them into not using them, or you seethe and hold them.

Reversals have many properties, but the most dangerous one by far is their ability to make you mad, and when you're mad and seething, all other properties of the reversal in question increase in power and potency by 10 orders of magnitude, and successful counter hits start dealing damage straight to your mental health bar, and once your mental health bar is under 30%, it becomes impossible to play well, let alone enjoy the game.

tl;dr don't get mad.
Kinda off topic, the thread is about Bridget's gender. But i'll allow it.
:jcoin:
I'm a big fan of hard knockdown > run up to them > whiff 5P > crouching block > delayed throw tech.
Originally posted by Emerald Lance:
I'm a big fan of hard knockdown > run up to them > whiff 5P > crouching block > delayed throw tech.
So you run up to them just out of throw range..? .what do u mean whiff 5p? u use 5p and then u block then u throw them? Does that srsly work if they have meter?
Last edited by Hellhounfd3223; 18 Jan @ 7:02pm
WatrWizz 18 Jan @ 9:49pm 
safe jump
Fatih 18 Jan @ 11:57pm 
found the groomers in the chat
Emerald Lance 19 Jan @ 11:13pm 
Originally posted by Hellhounfd3223:
Originally posted by Emerald Lance:
I'm a big fan of hard knockdown > run up to them > whiff 5P > crouching block > delayed throw tech.
So you run up to them just out of throw range..? .what do u mean whiff 5p? u use 5p and then u block then u throw them? Does that srsly work if they have meter?
I run directly up to them, point blank. I swing with 5P and whiff on purpose to trick them into thinking I'm setting up a meaty; the idea is that I whiff a fast move so that they won't have time to process that I'm actually safe. Then I wait for them to wakeup, and I try to throw them a few frames after they get up (staying mindful of the 5 frame throw invulnerability on wakeup).

In other words, the whiffed 5P entices an invincible reversal if they have one, but 5P is fast enough to block it. Delay throw tech is an option select: if they reversal, you will be blocking and the throw will not come out; if they throw, the delay tech will catch it and you will tech the throw.

It's a good strat against people spamming strong options on wakeup. But be mindful, delay throw tech can be beaten by wakeup 5P. A better option all around would be safe jump setups, which beats all offensive wakeup options (but itself can be beaten by blocking then throwing).
Originally posted by Emerald Lance:
Originally posted by Hellhounfd3223:
So you run up to them just out of throw range..? .what do u mean whiff 5p? u use 5p and then u block then u throw them? Does that srsly work if they have meter?
I run directly up to them, point blank. I swing with 5P and whiff on purpose to trick them into thinking I'm setting up a meaty; the idea is that I whiff a fast move so that they won't have time to process that I'm actually safe. Then I wait for them to wakeup, and I try to throw them a few frames after they get up (staying mindful of the 5 frame throw invulnerability on wakeup).

In other words, the whiffed 5P entices an invincible reversal if they have one, but 5P is fast enough to block it. Delay throw tech is an option select: if they reversal, you will be blocking and the throw will not come out; if they throw, the delay tech will catch it and you will tech the throw.

It's a good strat against people spamming strong options on wakeup. But be mindful, delay throw tech can be beaten by wakeup 5P. A better option all around would be safe jump setups, which beats all offensive wakeup options (but itself can be beaten by blocking then throwing).
I'm understanding this a bit better now. I've been using kick tho after seeing someone else use it, seems easier for the moment since i can stay out of throw range and it entices them to use their reversal or meter reversal...then since I am Ram I resist the urge to throw them and instead runup and c5s>5s>2h>214H which is massive damage if u have both swords, helped me take care of a few bridgets so far. Maybe at higher levels punch is needed, but kicking seems good enough for floor 10. I have to wonder if sol's reversal has the largest hitbox or something it alway seems to cover a ton of range...it seems like it.....all I have are the dustloop hitbox imgs and they seem to be zoomed different so i cant tell well.
Last edited by Hellhounfd3223; 23 Jan @ 9:42am
Originally posted by Hellhounfd3223:
Originally posted by Emerald Lance:
I run directly up to them, point blank. I swing with 5P and whiff on purpose to trick them into thinking I'm setting up a meaty; the idea is that I whiff a fast move so that they won't have time to process that I'm actually safe. Then I wait for them to wakeup, and I try to throw them a few frames after they get up (staying mindful of the 5 frame throw invulnerability on wakeup).

In other words, the whiffed 5P entices an invincible reversal if they have one, but 5P is fast enough to block it. Delay throw tech is an option select: if they reversal, you will be blocking and the throw will not come out; if they throw, the delay tech will catch it and you will tech the throw.

It's a good strat against people spamming strong options on wakeup. But be mindful, delay throw tech can be beaten by wakeup 5P. A better option all around would be safe jump setups, which beats all offensive wakeup options (but itself can be beaten by blocking then throwing).
I'm understanding this a bit better now. I've been using kick tho after seeing someone else use it, seems easier for the moment since i can stay out of throw range and it entices them to use their reversal or meter reversal...then since I am Ram I resist the urge to throw them and instead runup and c5s>5s>2h>214H which is massive damage if u have both swords, helped me take care of a few bridgets so far. Maybe at higher levels punch is needed, but kicking seems good enough for floor 10. I have to wonder if sol's reversal has the largest hitbox or something it alway seems to cover a ton of range...it seems like it.....all I have are the dustloop hitbox imgs and they seem to be zoomed different so i cant tell well.
Hey, as it turns out, I also main Ram! Honestly I mix up which button I actually whiff. Any button is fine as long as it's fast enough.

Another option I like for beating reversals as Ram is meaty rock or meaty heavy slash. Rock is a projectile so it can't trade as easily as a strike, and heavy slash is disjointed enough that it beats a lot of wakeup options if spaced properly (though it is still a risk).
The safest (but not easiest) response is to go for safejumps. As a disclaimer, safejump setups are very character specific (some characters do a completely different OS called a safejab instead, like Leo and Pot).

Safejumps are meaty jumping attacks that are timed to land right after you put out a hitbox from your attack, so that in the event that the opponent uses a reversal and invuls through the hitbox of your jumping attack, you land in time to block. It's basically artificially removing the recovery of your jumping attack by timing it so you land close to when it's no longer active which cancels the rest of the recovery. This allows you to do a meaty attack without the threat of a reversal forcing you back to neutral, which is obviously extremely powerful.

Fighting game glossary entry is https://glossary.infil.net/?t=Safe%20Jump.
Last edited by GamimgGamer; 27 Jan @ 10:24am
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