Chipp 6K startup nerf is actually a stealth buff, because your opponent will be too busy giggling at the goofy slow mo animation to block it. Very real tech I promise
People still get caught by fully charged Dusts. Your 6K is fine even when nerfed. The opponent is going through mental gymnastics whenever Chipp gets in, even a 28F OH is going to fuck with them when their brain is frying trying to guess what mix-up is coming up next.
@@RX7jkr I wasn't saying it's a dead move lol, I already agree that it's fine. It was simply a joke about the silly animation because it makes me laugh.
one thing not really stated is about the zato btl change where burst now hits it, and burst being full screen killing eddie from anywhere they kind of made burst to be a reset to neutral tool with its new usage. But zato is uniquely punished even on burst read because Eddie will die either way if he is out. While most characters on hit or on block, after burst they can make their way back in and go back to their gameplan, zato is the only one that if eddie was out (anytime he is doing pressure or summoning in neutral, comboing or anything to be honest) will be locked out of his defining mechanic for multiple seconds. On top of his burst punishes themselves getting gutted so even on hard read he still has to stall with short blockstrings
There should have been mention of fafnir here with sol's section. Being able to effectively threaten the entire screen now has notably changed how hes able to approach a lot of important matchups for him
the new faust move was making me think "oh they'll start doing these crazy set ups with specific item combinations" and engaging with that will make me like fighting the character more but I get in game and nothing has changed except they do guard crush thrust. it wasn't the character. it was the players all along.
Haha for sure! And honest to God, unless you're a reliable top 64 player, it is _always_ the player. Bedman wasn't the reason I don't perform. I'm the reason I don't perform.
I'm excited to use Bedman a bit more. Feels like both him and Sin got their wrongs righted this patch so I'm hoping that like how Sin feels better, Bedman has a similar feeling
My training partner played alot of bedman back in season 2 and from what I got from him playibg the character now in season 3 bedman feels so much better to use now. Which is great
Don't think Bedman will change much tbh. The buffs he got are much needed but it's to things that were just comically bad before. He plays exactly the same as he did, there are just less holes now. And Bedman with less holes is still a bad character. IMO he will continue to have very few winning matchups (if any) and will still be the worst character in the game.
@@sagelord77 well ya I can't really speak in terms of his viability, but what I can say is that now his weaknesses dont completely overshadow his strengths anymore, which at least from what i got, makes him so much more fun to play.
@@sagelord77 Idk why they’re scared of making him decent he’s not even the same character as he was in Xrd White Wild Assault (system mechanic omegalul but it’s significant af for him) and the airdash buff are the only things that don’t feel like QoL buffs
Jack-O' got a lot out of this patch. Only thing that really sucks is that her 5K got hit, messing up her routes. Other than that it's all great. Shield command launching means she can get combos off it, and countdown command is actually a real move now that it guard crushes, making it usable in some setups (though it's still up in the air how useful this is). Cheer S got buffed for some reason, and Forever Elysium Driver got changed to a strike making it actually useful as a reversal. Cheer H being shortened does kinda suck, but since it instantly refills servant gauge now she can pull off some real shenanigans she couldn't before.
I was definitely a big fan of Season 2, the general balance, neutral, etc. but Season 3 has been a blast. Sort of like the December Season 2 Update, I wonder how they will "refine" this season going forward
Feel like flight would have been fine unchanged after the Eddie regen nerf. Most of the time I struggled with it was because they just used it to kill time until shadow boy was back, which would basically be after one little trip to the air. Now that it actually takes time for him to recover, Zato would have to spend more time in the air stalling, which allows his opponents the opportunity to learn how the Zato player likes to move and can chase him down better. Flight used to be a Warioware microgame where losing meant a return to neutral with a full-power Zato. Now that Eddie's lazy, you actually have the time to corner him. Flight wasn't the problem, rapid meter regen was.
@@Coolpopcorn19 if you end a combo in wild assault then cancel into mirazh Hdisk you get disk oki. The combo I’ve been using off c.s is c.s, 2h, 214k, 214p, c.s, 6H, 214k, 236d, 214k, 236h
@@tylercouture9506 Haven't tried this with 6H hair car at the end, but I know that if you do cS > 2H > mirazh hair car > cS > 2H > wild assault, the disc hits meaty. Less damage for better oki if you prefer that. I'd assume they can jump out of hair car > wild assault.
@@konakonizumi1869 sure bud I think I'll just play the game and continue improving instead of making all my decisions on what pro players may or may not think
I feel like they didn’t do enough to address Chaos, he may do less damage but he is still only “balanced” by making a mistake in his pressure because he can still exert it so effectively almost anywhere on screen. Idk I might be off but he still seems just like too much
i’m hoping they’re just going slow and more changes are still to come. i have no problems at all with slow and steady small changes, and it would make sense for them to give people more time to play against HC with the new system changes before changing him too much.
i feel like its cause some of the system changes affect him more than others like wall splat giving a ton of burst making him need to be a lot more considerate with wall slump looping. also full screen bursts of course
I think Asuka is going to be more and more a problem during season 3. People are starting to talk about it, but we're seeing some people switch over now too. ( Leffen learning him, JonathanTene talking about a switch, etc )
I'm super happy with the new spin followup Anji has. Getting nothing or even getting punished for correctly spinning through something feels horrible, and now we get something basically no matter what, even against jump attacks. The fact that you can deal with PRC now is just fantastic. Needles being harder to catch because they're steerable now is very nice also. Hes not top tier by any means since his problems are still there and his damage got nerfed, but he is infinitely less aggrivating to play and that makes me very happy.
Surprised that Leo wasn't mentioned for becoming even better. H flashkick going away was a thing that happened, but now he can pretty reliably go from 5h into 214[s] bt.s. bt.h. Which builds a good amount of meter for a combo from what is essentially Leo's best button. I think that parts of his toolkit that were underwhelming got better because of system mechanics. For example, Blitzschlag is a callout for the new defensive shield, which would normally be pretty good versus Leo's backturn pressure. Not to mention, bt.h is an easy setup for a charged wild assult on most scenarios, adding to the corner carry and damage of a backturn combo.
Wild Assault made sure everyone was eating good this patch. Hit-confirimg pokes into full combos with WA reminds me of Jin Kisaragi from BB and his combo extensions.
sol actually got an even bigger buff, his CH 6H is a real move now, you can combo off counterhit again if you do CH 6H > 6S xx WA xx Vortex > 2K kara HVV
I honestly don't mind the Zato nerf to the Eddie timer. I think the problem is that Zato just has such weird MUs In some MUs, losing Eddie was terrible. In others, it was borderline negligible since he could trivially stall until he got Eddie back... to say nothing about how easy it is for Zato to get 50 meter and get Eddie back anyway. At least now, hitting Eddie feels rewarding. Now all that said, it does seem pretty crazy that they would nerf Zato the way they did and not move some of that power elsewhere. I think this was a good opportunity to iron out his MU spread, but they are apparently waiting to do that next year?
I feel like Anji really deserves a mention here as a winner as Arcsys decided to bless him imo. His new move, Midare, is dumb. It is a cancel from spin which means you can punish lights and cancel the startup of Midare to supers to punish at long range. On hit it gives a HKD which means he can set up butterfly after. It is invincible on startup meaning that even if the opponent recovers in time or uses PRC to negate the extra spin recovery Anji can still contest them instead of being forced to guess 50/50 strike/throw. Along with the invincibility it is also +11 on block and has guard crush meaning he gets a strike/throw 50/50 even if the opponent blocks the move. The Fujin changes suck obviously but with Midare making spin way more threatening in neutral and Anji being a pretty good user of Wild Assault (at least from what I've seen) I think Anji is one of the winners of this patch.
What's the weakness to midare? Genuinely curious. Other than making spin whiff or grabbing spin, I'm not really sure how to deal with it. Do I really just gotta hold guard points now?
@@h4rdtr Anji player here! For midare, there are a few. One is for instance PRC back dash if you are not hugging Anji. If you play a character with an invincible DP, you can also use it with a slight delay to get past Midare's s with your own. It's pretty tricky but it's doable. But other than that, yeah remember that spin is pretty committal so harassing Anjis with grabs when they try to spin mid screen will put back the fear into them (talking from experience). And while Midare in itself is a great tool, Fuujin is still a move that can be called out pretty consistently and easily. Be patient and wait for an opening on Fuujin ~
@@Kao108 yeah, not wasting 50 on a gamble dp that could just be grabbed if I'm wrong. I'll probably just prc back and look for a whiff midare. Good to know though
S3 is really good. The biggest thing definitely being wild assault. It does two things that help bring the cast together in terms of strength. It allows characters who sometimes struggled to keep their offense going without taking huge risks to get in and stay in. And it helps characters who had conversion issues off certain hits or spots on the screen. Now everyone is kinda ridiculous. Positive giving burst gauge and meter is also great. This version of the game really rewards getting wall breaks. Before, it almost felt like a punishment on a lot of characters. AGAIN closing the gap and making the characters feel more on the same level. Wall slumps are basically dead too considering how much burst you get back from sticking. The damage nerfs and nerfs to reversals were also a great changes. I no longer feel fiery rage when getting hit by a Ram reversal super or Leo dp and kinda just shrug it off now which is how it should feel getting hit by a dp. Not like the world was ending. DP's were WAY to rewarding before and so deserved to get nerfed. Loving S3
tbh the biggest buffs and nerf testament got were from system stuff. the tp change is nice for baiting anti airs and the arbiter change is nice for combos and better oki with stain, but man wild assault is crazy. i can now get reward at roundstart by hit confirming fS 2S or 6P on CH into fully charged wild assault and break the wall at round start. we nago now baby. its also nice getting oki or good pressure from a random fS and testament in positive feels psycho. happy with everything ty daiskuke
I think this might be the best version of Millia we've ever seenm (relative to the rest of the cast) with Wild assault and the gradual improvements to consistency over the last few patches.
@konakonizumi1869 I've been playing guilty gear and going to guilty gear tournaments since the 80s.... Millia is top 3, at least. Silly Foolish Konakon..... sigh..... Well, I don't have any more time to waste on such foolish people such as you. Goodbye floor 7 Konakon🤭🤭🤭👋👋👋
Hell if I know whether it'll push him up the tierlist, but Midare (Anji's Fish) is a blast to use. A reliable, invincible, +11 followup to spinning that gives Shitsu oki or can be kara-canceled into a super feels like something he should've had from day one, and now he finally has it. Also, it's such a simple change, but not loosing the Error State after a wallbreak makes the good ol' Hunk-a-Junk so much more comfortable and fun to play.
Surprised you didn't touch on the forward megafist for pot. Not only is it positive now on hit(Thank God) but it sets up into garuda oki. Which even as a pot main I feel is kinda cheese lul. I haven't played the new patch so I'll need more hands on to better gauge it. I'm very happy with the changes pot got. My only complaint would have to be HPB getting a damage nerf. Its scaling was already terrible anyway. I wouldn't mind the damage hit had they made its grab range bigger, it whiffs a lot if the spacing aint just right even when people jump in towards it.
This is pretty big for me. I wasn't that great in figuring out what I can do after X moves generally, but with the new mega fist changes, it feels a lot better for me. I was playing lots of casuals last night with friends and I really think they should change up HPB just because of how often it whiffs for me. I guess it's not the worse because at least you can kinda do something falling down? It would be really neat if you could cancel it mid way without using rc or something to stay on screen and react after whiffing, I'd like that tbh.
@@doomkid360 What I hated about the old megafist was just that it was minus on hit. I didn't mind being minus on block. It was annoying making a dash read or whiff punishing someone only to then get smashed back for a combo or worse with meter. The other thing with HPB I forgot to mention is how often it loses to air to airs. I don't know the frame data on it too well but it feels like all of it's invulnerability frames are on the ground.
I feel like a lot of changes are preemptive to new moves since they made it more apparent that updates will happen more frequently. Like May got a new move and was entirely reworked. Zato was just butchered maybe for future changes?
Zato is fine actually. Wild assault compensates for the nerfs. Between Sword and Wild Assault, as soon as he gets positive he can kinda just keep looping his offense like before or in some ways stronger. I feel like he has stronger offense now and his defense is worse. He can't just run away and has to be better at winning neutral and protecting Eddie, but in return his positive bonus wall break situation is way stronger. Give and take, but overall a healthy change.
The baiken changes, while I feel like overall her power level isnt super hurt or helped, she feels a lot worse to play for me whenever any of the negative changes come up I just feel frustrated and sad, its lead to me trying johnny and gio a lot more.
Anji feels so good this patch. Last season his worst matchups were at 6.5/3.5 with Sol and probably close to a 7/3 with Zato IMO, now those MUs are like 5.5/4.5 due to fish and the fact that Zato got nerfed. He has pretty good MUs against the top tiers, going pretty close to even vs Leo, HC, and Nago. He's one of the only characters who can consistently gap close vs HC because 236H~S goes like 3/4 screen. He lowkey might have a winning MU on Nago since Anji gets a full c.S punish after spinning any special or any normal other than c.S, 5P, 2P, 5K, or 2K, and on those buttons you get throw into butterfly oki. Asuka is probably his worst MU now, but we're still working on labbing against all the spells.
Just wanted to add my 2 cents about sin as I've basically been solo maining him for ~5 ish months now in celestial. These new changes are massive and despite the jokes it's true that he's a proper character now, and it seems that they're slowly tuning him to find the sweet spot in which he isn't op. Many of the issues he had before the patch are still present, with the main ones being punishable/minus on hit specials (especially beak and hoof stomp), still growing being too slow and not worth the effect, and lackluster ch conversions on specials, like ch beak only lets you 2p --> dp as a combo, which costs all 3 stamina bars just to get a full combo, and hoof stomp ch gets you nothing which is kinda sad. His pressure no longer being completely fake is a great first step in the right direction though, and you're right in saying that it's harder to disrespect his options now. I'm excited to see how his gameplan and balance change in the future!
As a sin main as well I’m not celestial I’m floor 10 but can never beat the celestial players to get into celestial cuz I don’t play enough but I 100% agree with everything you said n I been saying this to all my friends too. Only buff I really want for sin is make gazelle step have less recovery so we can be true gorillas 🦍
patch was definitely weird they buffed characters that really really needed it but then just... didn't balance the clear best characters in the game while mid characters just kind of got mediocre buffs with awkward nerfs hard to understand what their vision is for the game except for "Play HC"
anji is eating pretty damn good this patch first of all midare is a goated move, it works on every attack including jabs, and even if the opponent prc their only options are either dp backdash or block, but on reaction you can kara cancel midare into super if needed it gives hkd and lets you set up shitsu oki on hit, and on block it guard crushes wild assault is also very good for anji, since one of the problems before was that in neutral you couldn't really get any reward if you landed f.S which was his main poke losing counterhit on fuujin is sad yes but even if it makes me sad that i don't get to do dumb shit as much, objectively it's not the most important nerf he could have gotten (and it's also consistent with the other rekkas in the game so it's not a targeted nerf)
im surprised the Sol fafnir buff wasnt mentioned, the range of fafnir makes pressuring zoners much easier now from personal experience fighting him. Id say that buff is a pretty big win
HC didn't get nerfed as much as some people would like but he definitely caught nerfs. All of the system mechanic changes are nerfs to him, he had a lot of unburstable combos which aren't there anymore because of full screen burst, was one of the main abusers of wall slump loops, huge abuser of GoldBurst>Win Game combo, deflect shield gets him off of you, etc. As well as now you can't space roll out of grab range, he has less damage, and his bullets give insane combo decay now (sorta same thing as damage nerf), and super focus duration got halved. Don't get me wrong he for sure is still strong, but he def got some nerfs this patch. Edit: Seeing WA tech and 6K being better against deflect shield plus reload recovering concentration faster is a bit funny though. Hopefully reload recovering concentration faster is a bug that gets patched, WA stuff everyone has so it's not a shocker.
Definitely got hit hard because I actually don't mind fighting him rn. Feels far more fair. Like I don't die screwing up a dash block any more. I just take some damage. Before it would be a 60% combo wall break into unblockable mix into death all off a projectile that guard crushes and auto aims...
Hey LK hopefully this comment helps with understanding as a zato why this patch feels so demoralizing at times They kept the endless block strings for zato and WA let’s him extend his pressure and sets up an unblockable but the changes to BTL, 5p/2p, and Eddie meter really just crushed him in the situations he already struggled with. The fact they toned him down in that regard while bringing everyone up makes it feel like he’s just working even harder around system mechanics that he had unique counter play to are just gone. Character identity flipped on its head. Can’t mash 5p RRC to gamble situations that would lock him into death for not challenging due to range nerf, can’t BTL bait Yrc or blue burst in eddie trades or to keep pressure going as solo zato until meter is back Lot of the cast has much easier ways to check Eddie in pressure strings and if you’re not perfect you just reset to neutral to get yrc’d. If you have burst and no Eddie and they land a WA while blocking you have 0 options since WA drains burst and saving zato WA for his win condition is almost always better in this catch 22. ArcSys didn’t make it easier for him to wallbreak and kept his looping wall slumps, but slumping people gives a ton of burst back (you can’t bait lol) and forces him to burn WA during those strings to keep slumps worth it TLDR: everyone got better, zato nerfs hit him hard in already tough situations, and the new system changes to bursts and yrc made his previous routing to bait things non exisitent with pretty minimal reward even if you block burst normally Zato flight isn’t nearly as bad as people say, it’s the BTL nerf that honestly makes the game feel painful when accompanied by spending 10 seconds flying around for your life every interaction that doesn’t go your way
Agreed. They didn't really solve his endless pressure problem, they just made him lose harder when he isn't winning. He was already sort of an extreme character, but this just makes him more extreme, and not in the engaging "risk/reward" sort of way. I would've preferred if they just reduced his pressure potential and forced him to reset to neutral and have to open up the enemy more often.
ive been playing a buncha chipp in season 3 and ive been having sooo much fun! i get to be even more of an annoying fly and do all kinds of obnoxious stuff that people have to cope with. A++ season so far
I hope the system changes make happy chaos easier to counter. Not so much at my level of play but I find his gameplan boring to spectate at tournaments. I might be weird for this thought though.
I get that Zato players might be really annoyed by his nerfs, but I have to say, I'm thrilled with the Eddie change. I've thought for a long time that Eddie came back really quickly in this game, and it didn't feel very rewarding to get that hit on him unless you were able to also immediately start pressure on Zato, because it wasn't too hard to him to use things like the drill or his movement to just stall a bit until Eddie came back. I dunno if maybe the flight thing is too much, or if they nerfed him enough now that he'll need buffs later to compensate, but I'm at least very happy with that Eddie change personally.
i agree with this a lot. did zato need to be weakened in overall character strength? maybe, maybe not. did *this specific* nerf need to happen? absolutely. as a ky player, i've long felt that zato was just unfair to fight against because even though his normals aren't that good, he just got so much higher reward in neutral by having eddie and going after eddie just didn't reward the other player in the same way. i think you're right and they're setting up for buffs, but as long as they don't like, effectively reverse this change, i'll be more than happy seeing zato improve after this.
Honestly as someone who plays zato he only needs his 2p back and fix his command grab because the increase of his Eddie timer resulted I him losing the ability to gain Eddie with his grab which hopefully its a bug. 2p to allows him to push back in order to resummon Eddie.
Zato player here. Honestly I'm fine with the Eddie and the flight changes, but there were a couple odd nerfs. The big ones I can think of are Eddie dying to blue burst regardless of if Zato blocks, his command grab doesn't get Eddie back, and "Break the Law" doesn't avoid burst. He can guard crush using 50% burst and has a semi-teleport move now which is a worthwhile trade for flight and the Eddie timer in my opinion, but the other stuff doesn't make much sense to me.
@@grum384i don't know, the semi teleport doesn't seem that good and i re lly think wéve go shafted on this one(still thnk that the recovery bar nerf was deserved but hopee for a bigger bar or another eddie buff in exchange.)
@@heracrossz7701 I'm not talking at all about what her specific changes are, only that it's frustrating to have your work undone, and the character rebuilt into gameplay that wasn't part of their original design.
Even if you think Zato is still good, the Eddie nerf makes for bad gameplay. There is nothing fun about 7 second intervals of playing the waiting game.
Sol feels nerfed because of the buffs the entire cast got, but i don't think sol was good in season 2 either. It really feels like he needs more pressure and attack speed buffs. I was stuck floor 10 in season 2 and i finally reached celestial placements in season 3 twice but dropped down to floor 8.
Something worth mentioning about Sin is that he practically didn't get hit by the unviersal nerfs so rekkas and supers. His RTL did get a damage reduction, but the tyrant barrel (wich is used a lot more) didn't. And then his followups still have counterhit effects.
i think zato was buffed, nerfed the character overall but the new move+ wild assault work so well for him (watch gobou do a full blockstring into wild assault into safe unsummon and repressure and itll change your mind)
@@mikeas0216I think "nerfed overall" still means nerfed :p And when you need one of the best players in the world to show you that a character is still okay, I don't think that's as strong of evidence as you're presenting it.
The Goldlewis nerfs really really disappointed me more than the Zato nerfs even though I main Zato bc not only was the Eddie Gauge nerf unnecessary with the flight nerf but it feels like they killed Goldlewis's combos
I think Gio is also incredibly buffed, HC was buffed in a really toxic way (easier execution and better resource management) to compensate for roll and damage nerfs, and GL got net nerfed due to a combination of mediocre buffs, a massive nerf to his best ground button, and Deflect Shield being strong against his offense.
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Biggest buff is that the sniper is no longer sighted on LK.
Dustloop has pretty detailed breakdown of the season patch for those who don't want to deal with "ArcSys Patchnotes".
Where is it on the site?
Chipp 6K startup nerf is actually a stealth buff, because your opponent will be too busy giggling at the goofy slow mo animation to block it. Very real tech I promise
People still get caught by fully charged Dusts. Your 6K is fine even when nerfed. The opponent is going through mental gymnastics whenever Chipp gets in, even a 28F OH is going to fuck with them when their brain is frying trying to guess what mix-up is coming up next.
@@RX7jkr I wasn't saying it's a dead move lol, I already agree that it's fine. It was simply a joke about the silly animation because it makes me laugh.
one thing not really stated is about the zato btl change where burst now hits it, and burst being full screen killing eddie from anywhere
they kind of made burst to be a reset to neutral tool with its new usage. But zato is uniquely punished even on burst read because Eddie will die either way if he is out.
While most characters on hit or on block, after burst they can make their way back in and go back to their gameplan, zato is the only one that if eddie was out (anytime he is doing pressure or summoning in neutral, comboing or anything to be honest) will be locked out of his defining mechanic for multiple seconds.
On top of his burst punishes themselves getting gutted so even on hard read he still has to stall with short blockstrings
There should have been mention of fafnir here with sol's section. Being able to effectively threaten the entire screen now has notably changed how hes able to approach a lot of important matchups for him
the new faust move was making me think "oh they'll start doing these crazy set ups with specific item combinations" and engaging with that will make me like fighting the character more but I get in game and nothing has changed except they do guard crush thrust. it wasn't the character. it was the players all along.
Haha for sure! And honest to God, unless you're a reliable top 64 player, it is _always_ the player. Bedman wasn't the reason I don't perform. I'm the reason I don't perform.
Ive been saying all along that its the player. Nago has new mix and next to none of the good nagos are using it.
The patch hasn't been out very long, people still need time to learn new stuff and get past the old muscle memory. It'll happen eventually.
I'm excited to use Bedman a bit more. Feels like both him and Sin got their wrongs righted this patch so I'm hoping that like how Sin feels better, Bedman has a similar feeling
My training partner played alot of bedman back in season 2 and from what I got from him playibg the character now in season 3 bedman feels so much better to use now. Which is great
Don't think Bedman will change much tbh. The buffs he got are much needed but it's to things that were just comically bad before. He plays exactly the same as he did, there are just less holes now. And Bedman with less holes is still a bad character. IMO he will continue to have very few winning matchups (if any) and will still be the worst character in the game.
@@sagelord77 well ya I can't really speak in terms of his viability, but what I can say is that now his weaknesses dont completely overshadow his strengths anymore, which at least from what i got, makes him so much more fun to play.
@@sagelord77
Idk why they’re scared of making him decent he’s not even the same character as he was in Xrd
White Wild Assault (system mechanic omegalul but it’s significant af for him) and the airdash buff are the only things that don’t feel like QoL buffs
Jack-O' got a lot out of this patch. Only thing that really sucks is that her 5K got hit, messing up her routes. Other than that it's all great. Shield command launching means she can get combos off it, and countdown command is actually a real move now that it guard crushes, making it usable in some setups (though it's still up in the air how useful this is). Cheer S got buffed for some reason, and Forever Elysium Driver got changed to a strike making it actually useful as a reversal. Cheer H being shortened does kinda suck, but since it instantly refills servant gauge now she can pull off some real shenanigans she couldn't before.
I was definitely a big fan of Season 2, the general balance, neutral, etc. but Season 3 has been a blast. Sort of like the December Season 2 Update, I wonder how they will "refine" this season going forward
Feel like flight would have been fine unchanged after the Eddie regen nerf. Most of the time I struggled with it was because they just used it to kill time until shadow boy was back, which would basically be after one little trip to the air. Now that it actually takes time for him to recover, Zato would have to spend more time in the air stalling, which allows his opponents the opportunity to learn how the Zato player likes to move and can chase him down better.
Flight used to be a Warioware microgame where losing meant a return to neutral with a full-power Zato. Now that Eddie's lazy, you actually have the time to corner him. Flight wasn't the problem, rapid meter regen was.
Miliia can end grounded combos into actual disk setups and that’s just fantastic
What do you mean by this? Is it because of Wild Assault? Could you give an example?
@@Coolpopcorn19 if you end a combo in wild assault then cancel into mirazh Hdisk you get disk oki. The combo I’ve been using off c.s is c.s, 2h, 214k, 214p, c.s, 6H, 214k, 236d, 214k, 236h
@@tylercouture9506 Haven't tried this with 6H hair car at the end, but I know that if you do cS > 2H > mirazh hair car > cS > 2H > wild assault, the disc hits meaty. Less damage for better oki if you prefer that. I'd assume they can jump out of hair car > wild assault.
@@konakonizumi1869 sure bud I think I'll just play the game and continue improving instead of making all my decisions on what pro players may or may not think
@@konakonizumi1869 “go and win some major” has to be one of the funniest responses I’ve ever gotten on a comment thank you
I feel like they didn’t do enough to address Chaos, he may do less damage but he is still only “balanced” by making a mistake in his pressure because he can still exert it so effectively almost anywhere on screen. Idk I might be off but he still seems just like too much
i’m hoping they’re just going slow and more changes are still to come. i have no problems at all with slow and steady small changes, and it would make sense for them to give people more time to play against HC with the new system changes before changing him too much.
agree, I think HC is doom kind of atm but I'll keep working on new tactics
i feel like its cause some of the system changes affect him more than others like wall splat giving a ton of burst making him need to be a lot more considerate with wall slump looping. also full screen bursts of course
I think Asuka is going to be more and more a problem during season 3. People are starting to talk about it, but we're seeing some people switch over now too. ( Leffen learning him, JonathanTene talking about a switch, etc )
I'm super happy with the new spin followup Anji has. Getting nothing or even getting punished for correctly spinning through something feels horrible, and now we get something basically no matter what, even against jump attacks. The fact that you can deal with PRC now is just fantastic. Needles being harder to catch because they're steerable now is very nice also. Hes not top tier by any means since his problems are still there and his damage got nerfed, but he is infinitely less aggrivating to play and that makes me very happy.
faust's item eat is not cancellable recovery, it's just an additional animation flourish. the move is already done recovery by the time you can act
Surprised that Leo wasn't mentioned for becoming even better.
H flashkick going away was a thing that happened, but now he can pretty reliably go from 5h into 214[s] bt.s. bt.h. Which builds a good amount of meter for a combo from what is essentially Leo's best button.
I think that parts of his toolkit that were underwhelming got better because of system mechanics. For example, Blitzschlag is a callout for the new defensive shield, which would normally be pretty good versus Leo's backturn pressure.
Not to mention, bt.h is an easy setup for a charged wild assult on most scenarios, adding to the corner carry and damage of a backturn combo.
Wild Assault made sure everyone was eating good this patch. Hit-confirimg pokes into full combos with WA reminds me of Jin Kisaragi from BB and his combo extensions.
damn waking up and eating breakfast and seeing this was uploaded, this my sunday morning cartoons dawg
sol actually got an even bigger buff, his CH 6H is a real move now, you can combo off counterhit again if you do CH 6H > 6S xx WA xx Vortex > 2K kara HVV
oh hell yeah
also, what does xx in your notation mean?
old school notation for cancel
@@lordknightfgc ty!
because of this comment my first game of the day was a perfect starting from round start CH 6H > 6S > WA
thank u rofllll
I honestly don't mind the Zato nerf to the Eddie timer. I think the problem is that Zato just has such weird MUs In some MUs, losing Eddie was terrible. In others, it was borderline negligible since he could trivially stall until he got Eddie back... to say nothing about how easy it is for Zato to get 50 meter and get Eddie back anyway. At least now, hitting Eddie feels rewarding.
Now all that said, it does seem pretty crazy that they would nerf Zato the way they did and not move some of that power elsewhere. I think this was a good opportunity to iron out his MU spread, but they are apparently waiting to do that next year?
I feel like Anji really deserves a mention here as a winner as Arcsys decided to bless him imo. His new move, Midare, is dumb.
It is a cancel from spin which means you can punish lights and cancel the startup of Midare to supers to punish at long range.
On hit it gives a HKD which means he can set up butterfly after.
It is invincible on startup meaning that even if the opponent recovers in time or uses PRC to negate the extra spin recovery Anji can still contest them instead of being forced to guess 50/50 strike/throw.
Along with the invincibility it is also +11 on block and has guard crush meaning he gets a strike/throw 50/50 even if the opponent blocks the move.
The Fujin changes suck obviously but with Midare making spin way more threatening in neutral and Anji being a pretty good user of Wild Assault (at least from what I've seen) I think Anji is one of the winners of this patch.
What's the weakness to midare? Genuinely curious. Other than making spin whiff or grabbing spin, I'm not really sure how to deal with it. Do I really just gotta hold guard points now?
@@h4rdtrnone lol
@@thomasalbrieux guess I just gotta deal with spin then. Good to know
@@h4rdtr Anji player here!
For midare, there are a few. One is for instance PRC back dash if you are not hugging Anji. If you play a character with an invincible DP, you can also use it with a slight delay to get past Midare's s with your own. It's pretty tricky but it's doable.
But other than that, yeah remember that spin is pretty committal so harassing Anjis with grabs when they try to spin mid screen will put back the fear into them (talking from experience). And while Midare in itself is a great tool, Fuujin is still a move that can be called out pretty consistently and easily. Be patient and wait for an opening on Fuujin ~
@@Kao108 yeah, not wasting 50 on a gamble dp that could just be grabbed if I'm wrong. I'll probably just prc back and look for a whiff midare. Good to know though
S3 is really good. The biggest thing definitely being wild assault. It does two things that help bring the cast together in terms of strength. It allows characters who sometimes struggled to keep their offense going without taking huge risks to get in and stay in. And it helps characters who had conversion issues off certain hits or spots on the screen. Now everyone is kinda ridiculous.
Positive giving burst gauge and meter is also great. This version of the game really rewards getting wall breaks. Before, it almost felt like a punishment on a lot of characters. AGAIN closing the gap and making the characters feel more on the same level. Wall slumps are basically dead too considering how much burst you get back from sticking.
The damage nerfs and nerfs to reversals were also a great changes. I no longer feel fiery rage when getting hit by a Ram reversal super or Leo dp and kinda just shrug it off now which is how it should feel getting hit by a dp. Not like the world was ending. DP's were WAY to rewarding before and so deserved to get nerfed.
Loving S3
This season’s changes were really intelligently done. It feels like they cut down so much cheese while making the game more dynamic and interesting
tbh the biggest buffs and nerf testament got were from system stuff. the tp change is nice for baiting anti airs and the arbiter change is nice for combos and better oki with stain, but man wild assault is crazy. i can now get reward at roundstart by hit confirming fS 2S or 6P on CH into fully charged wild assault and break the wall at round start. we nago now baby. its also nice getting oki or good pressure from a random fS and testament in positive feels psycho. happy with everything ty daiskuke
I think this might be the best version of Millia we've ever seenm (relative to the rest of the cast) with Wild assault and the gradual improvements to consistency over the last few patches.
You meant in Strive I presume?
@@tabkg5802of course its in Strive, we dont talk about the dark days of Millia buzzing around like Chipp on 60 types of cocaine around these parts
@konakonizumi1869 I've been playing guilty gear and going to guilty gear tournaments since the 80s.... Millia is top 3, at least. Silly Foolish Konakon..... sigh..... Well, I don't have any more time to waste on such foolish people such as you. Goodbye floor 7 Konakon🤭🤭🤭👋👋👋
Testament is weird as they really didn't do much with them. Their teleport can be moved but not too far meaning no mix
No you can get left right cross ups with it now
Hell if I know whether it'll push him up the tierlist, but Midare (Anji's Fish) is a blast to use. A reliable, invincible, +11 followup to spinning that gives Shitsu oki or can be kara-canceled into a super feels like something he should've had from day one, and now he finally has it.
Also, it's such a simple change, but not loosing the Error State after a wallbreak makes the good ol' Hunk-a-Junk so much more comfortable and fun to play.
What I wanna know is why they reclassed Sin as Balance instead of Rushdown.
Will you do a video on new baiken tech and strategies?
Surprised you didn't touch on the forward megafist for pot. Not only is it positive now on hit(Thank God) but it sets up into garuda oki. Which even as a pot main I feel is kinda cheese lul. I haven't played the new patch so I'll need more hands on to better gauge it.
I'm very happy with the changes pot got. My only complaint would have to be HPB getting a damage nerf. Its scaling was already terrible anyway. I wouldn't mind the damage hit had they made its grab range bigger, it whiffs a lot if the spacing aint just right even when people jump in towards it.
This is pretty big for me. I wasn't that great in figuring out what I can do after X moves generally, but with the new mega fist changes, it feels a lot better for me. I was playing lots of casuals last night with friends and I really think they should change up HPB just because of how often it whiffs for me. I guess it's not the worse because at least you can kinda do something falling down? It would be really neat if you could cancel it mid way without using rc or something to stay on screen and react after whiffing, I'd like that tbh.
@@doomkid360 What I hated about the old megafist was just that it was minus on hit. I didn't mind being minus on block. It was annoying making a dash read or whiff punishing someone only to then get smashed back for a combo or worse with meter.
The other thing with HPB I forgot to mention is how often it loses to air to airs. I don't know the frame data on it too well but it feels like all of it's invulnerability frames are on the ground.
It's just that it's off the ground faster than jump, it's off the ground frame 3
I feel like a lot of changes are preemptive to new moves since they made it more apparent that updates will happen more frequently.
Like May got a new move and was entirely reworked.
Zato was just butchered maybe for future changes?
Zato is fine actually. Wild assault compensates for the nerfs. Between Sword and Wild Assault, as soon as he gets positive he can kinda just keep looping his offense like before or in some ways stronger. I feel like he has stronger offense now and his defense is worse. He can't just run away and has to be better at winning neutral and protecting Eddie, but in return his positive bonus wall break situation is way stronger. Give and take, but overall a healthy change.
The baiken changes, while I feel like overall her power level isnt super hurt or helped, she feels a lot worse to play for me whenever any of the negative changes come up I just feel frustrated and sad, its lead to me trying johnny and gio a lot more.
Break the Law losing to burst/yrc was a way worse nerf to Zato than the flight change.
Im praying that its a bug
Sins backdash distance was shorter prepatch
That Banana pile was *insanely* lucky and hype
Anji feels so good this patch. Last season his worst matchups were at 6.5/3.5 with Sol and probably close to a 7/3 with Zato IMO, now those MUs are like 5.5/4.5 due to fish and the fact that Zato got nerfed. He has pretty good MUs against the top tiers, going pretty close to even vs Leo, HC, and Nago. He's one of the only characters who can consistently gap close vs HC because 236H~S goes like 3/4 screen. He lowkey might have a winning MU on Nago since Anji gets a full c.S punish after spinning any special or any normal other than c.S, 5P, 2P, 5K, or 2K, and on those buttons you get throw into butterfly oki. Asuka is probably his worst MU now, but we're still working on labbing against all the spells.
Just wanted to add my 2 cents about sin as I've basically been solo maining him for ~5 ish months now in celestial.
These new changes are massive and despite the jokes it's true that he's a proper character now, and it seems that they're slowly tuning him to find the sweet spot in which he isn't op.
Many of the issues he had before the patch are still present, with the main ones being punishable/minus on hit specials (especially beak and hoof stomp), still growing being too slow and not worth the effect, and lackluster ch conversions on specials, like ch beak only lets you 2p --> dp as a combo, which costs all 3 stamina bars just to get a full combo, and hoof stomp ch gets you nothing which is kinda sad.
His pressure no longer being completely fake is a great first step in the right direction though, and you're right in saying that it's harder to disrespect his options now. I'm excited to see how his gameplan and balance change in the future!
love sin, glad he is a more functional character for u guys now
As a sin main as well I’m not celestial I’m floor 10 but can never beat the celestial players to get into celestial cuz I don’t play enough but I 100% agree with everything you said n I been saying this to all my friends too. Only buff I really want for sin is make gazelle step have less recovery so we can be true gorillas 🦍
@@raekwonchambers2297 LOL for real, run up dp forever my brother 💪
patch was definitely weird
they buffed characters that really really needed it but then just... didn't balance the clear best characters in the game
while mid characters just kind of got mediocre buffs with awkward nerfs
hard to understand what their vision is for the game except for "Play HC"
When Millia vid?
Can we see a return of Millia in Season 3?
anji is eating pretty damn good this patch
first of all midare is a goated move, it works on every attack including jabs, and even if the opponent prc their only options are either dp backdash or block, but on reaction you can kara cancel midare into super if needed
it gives hkd and lets you set up shitsu oki on hit, and on block it guard crushes
wild assault is also very good for anji, since one of the problems before was that in neutral you couldn't really get any reward if you landed f.S which was his main poke
losing counterhit on fuujin is sad yes but even if it makes me sad that i don't get to do dumb shit as much, objectively it's not the most important nerf he could have gotten (and it's also consistent with the other rekkas in the game so it's not a targeted nerf)
Ino is a DEMON in this new patch
Having an Ino bait deflect shield out of you is pain
I haven't played since the patch came out. Gotta see how my boy Axl feels now
im surprised the Sol fafnir buff wasnt mentioned, the range of fafnir makes pressuring zoners much easier now from personal experience fighting him. Id say that buff is a pretty big win
LK I rarely come in your channel but you’re looking fresh my friend!
HC didn't get nerfed as much as some people would like but he definitely caught nerfs. All of the system mechanic changes are nerfs to him, he had a lot of unburstable combos which aren't there anymore because of full screen burst, was one of the main abusers of wall slump loops, huge abuser of GoldBurst>Win Game combo, deflect shield gets him off of you, etc. As well as now you can't space roll out of grab range, he has less damage, and his bullets give insane combo decay now (sorta same thing as damage nerf), and super focus duration got halved. Don't get me wrong he for sure is still strong, but he def got some nerfs this patch.
Edit: Seeing WA tech and 6K being better against deflect shield plus reload recovering concentration faster is a bit funny though. Hopefully reload recovering concentration faster is a bug that gets patched, WA stuff everyone has so it's not a shocker.
Definitely got hit hard because I actually don't mind fighting him rn. Feels far more fair. Like I don't die screwing up a dash block any more. I just take some damage. Before it would be a 60% combo wall break into unblockable mix into death all off a projectile that guard crushes and auto aims...
@@h4rdtrYou’re a happy chaos apologist and a Ky Kiske hater. Get off this planet you’re not Human.
I agree Zato got nerfed, but I disagree that it’s for worse. He needs it and now he has it, and he’s still gonna do Zato stuff, just less free now
Would LK ever go bck to millia?
Hey LK hopefully this comment helps with understanding as a zato why this patch feels so demoralizing at times
They kept the endless block strings for zato and WA let’s him extend his pressure and sets up an unblockable but the changes to BTL, 5p/2p, and Eddie meter really just crushed him in the situations he already struggled with.
The fact they toned him down in that regard while bringing everyone up makes it feel like he’s just working even harder around system mechanics that he had unique counter play to are just gone. Character identity flipped on its head.
Can’t mash 5p RRC to gamble situations that would lock him into death for not challenging due to range nerf, can’t BTL bait Yrc or blue burst in eddie trades or to keep pressure going as solo zato until meter is back
Lot of the cast has much easier ways to check Eddie in pressure strings and if you’re not perfect you just reset to neutral to get yrc’d. If you have burst and no Eddie and they land a WA while blocking you have 0 options since WA drains burst and saving zato WA for his win condition is almost always better in this catch 22.
ArcSys didn’t make it easier for him to wallbreak and kept his looping wall slumps, but slumping people gives a ton of burst back (you can’t bait lol) and forces him to burn WA during those strings to keep slumps worth it
TLDR: everyone got better, zato nerfs hit him hard in already tough situations, and the new system changes to bursts and yrc made his previous routing to bait things non exisitent with pretty minimal reward even if you block burst normally
Zato flight isn’t nearly as bad as people say, it’s the BTL nerf that honestly makes the game feel painful when accompanied by spending 10 seconds flying around for your life every interaction that doesn’t go your way
Agreed. They didn't really solve his endless pressure problem, they just made him lose harder when he isn't winning. He was already sort of an extreme character, but this just makes him more extreme, and not in the engaging "risk/reward" sort of way.
I would've preferred if they just reduced his pressure potential and forced him to reset to neutral and have to open up the enemy more often.
The changes to nago's beyblade and shizuriyuki were so needed
i sense sarcasm
@@arxxxi nah, I'm a nago player. He needs it :)
Overall think Jack-O was nerfed she got some good stuff but the 5K nerf and her low damage in an even higher damage game is really rough
shout out to IASA frames
ive been playing a buncha chipp in season 3 and ive been having sooo much fun! i get to be even more of an annoying fly and do all kinds of obnoxious stuff that people have to cope with. A++ season so far
Ill wait on Zato, Gobou was playing Zato and Zato looked savage.
Also i think nago is really being slept on.
Bedman?
I think happy chaos will still be a problem and ruin the game, just like what happened in injustice 2
I hope the system changes make happy chaos easier to counter. Not so much at my level of play but I find his gameplan boring to spectate at tournaments. I might be weird for this thought though.
zato still cracked we got mix for days boys dont doom out we still cookin
They gotta nerf my boy HC's focus gauge more but I'm happy for rn with Baiken, HC, Pot, and Nago.
Anji got added into the game! Finally!
I get that Zato players might be really annoyed by his nerfs, but I have to say, I'm thrilled with the Eddie change. I've thought for a long time that Eddie came back really quickly in this game, and it didn't feel very rewarding to get that hit on him unless you were able to also immediately start pressure on Zato, because it wasn't too hard to him to use things like the drill or his movement to just stall a bit until Eddie came back. I dunno if maybe the flight thing is too much, or if they nerfed him enough now that he'll need buffs later to compensate, but I'm at least very happy with that Eddie change personally.
i agree with this a lot. did zato need to be weakened in overall character strength? maybe, maybe not. did *this specific* nerf need to happen? absolutely. as a ky player, i've long felt that zato was just unfair to fight against because even though his normals aren't that good, he just got so much higher reward in neutral by having eddie and going after eddie just didn't reward the other player in the same way. i think you're right and they're setting up for buffs, but as long as they don't like, effectively reverse this change, i'll be more than happy seeing zato improve after this.
Honestly as someone who plays zato he only needs his 2p back and fix his command grab because the increase of his Eddie timer resulted I him losing the ability to gain Eddie with his grab which hopefully its a bug. 2p to allows him to push back in order to resummon Eddie.
Zato player here. Honestly I'm fine with the Eddie and the flight changes, but there were a couple odd nerfs. The big ones I can think of are Eddie dying to blue burst regardless of if Zato blocks, his command grab doesn't get Eddie back, and "Break the Law" doesn't avoid burst. He can guard crush using 50% burst and has a semi-teleport move now which is a worthwhile trade for flight and the Eddie timer in my opinion, but the other stuff doesn't make much sense to me.
@@grum384i don't know, the semi teleport doesn't seem that good and i re lly think wéve go shafted on this one(still thnk that the recovery bar nerf was deserved but hopee for a bigger bar or another eddie buff in exchange.)
The worst zato nerf was making the frog a mid
I actually started playing sin
I'm loving wild assault it's so much fun
everyone is sleeping on jacko. smh
Rip my boy zato
Seems like they are pretty satisfied with how weak Zato was in Rev2 that they made him like that again.
The only fighting game TH-cam channel
shout out to bedman, glad he's finally been added to the game
Asuka got buffs only, technically speaking, lol.
off topic: you look awesome with that beard. fits you well.
I'll tell you that im tired of relearning Gio from scratch every single patch. God I feel like an Overwatch Mercy player.
She feels way stronger now
@@heracrossz7701 I'm not talking at all about what her specific changes are, only that it's frustrating to have your work undone, and the character rebuilt into gameplay that wasn't part of their original design.
Even if you think Zato is still good, the Eddie nerf makes for bad gameplay.
There is nothing fun about 7 second intervals of playing the waiting game.
Next video on johnnyyy
I'm just glad Baiken is still doing fine
Asuka is the secret top tier that character is broken
whats the point anymore
So hype to see the game continue to get refined, definitely feels like the burst changes are SF6-influenced
Sol feels nerfed because of the buffs the entire cast got, but i don't think sol was good in season 2 either. It really feels like he needs more pressure and attack speed buffs. I was stuck floor 10 in season 2 and i finally reached celestial placements in season 3 twice but dropped down to floor 8.
Skill issue?
@@h4rdtr : skull :
Zato players deserved it hold that
You didn’t mention banana peel crash. Unwatchable.
rip FMF HKD on air hit
They killed my baiken combos ;-;
there are new ones friend
@@lordknightfgc that is true, honestly I shouldn't be complaining like I am in celestial lol
HC was supposed to get nerfed than zato tbh
May lost her overhead (too slow now) and 6H combos. Is she bottom-tier?
Hey why does this guy lowkey look 15 and 50 at the same time. Kinda confusing me. Also Johnny is a secret top tier trust
Where my Bed at!? 😰
it’s zatover
Something worth mentioning about Sin is that he practically didn't get hit by the unviersal nerfs so rekkas and supers.
His RTL did get a damage reduction, but the tyrant barrel (wich is used a lot more) didn't. And then his followups still have counterhit effects.
I feel like since his "rekka's" take a resource it would be super dumb to nerf them. Technically more a character specific gimmick than a rekka.
Zato bros…
Don't feel bad for zato mains never forget what he has done
i think zato was buffed, nerfed the character overall but the new move+ wild assault work so well for him (watch gobou do a full blockstring into wild assault into safe unsummon and repressure and itll change your mind)
@@mikeas0216I think "nerfed overall" still means nerfed :p
And when you need one of the best players in the world to show you that a character is still okay, I don't think that's as strong of evidence as you're presenting it.
Lord looks like unc
Look how they massacred my boy :(
The Goldlewis nerfs really really disappointed me more than the Zato nerfs even though I main Zato bc not only was the Eddie Gauge nerf unnecessary with the flight nerf but it feels like they killed Goldlewis's combos
Sin the big eater
I think Gio is also incredibly buffed, HC was buffed in a really toxic way (easier execution and better resource management) to compensate for roll and damage nerfs, and GL got net nerfed due to a combination of mediocre buffs, a massive nerf to his best ground button, and Deflect Shield being strong against his offense.
Yeah I heard GL players are one of the few chars that aren't that happy
still don't like the new way may plays
We all win 'cuz they added Johnny
ARK SYS SHOT MY DOG!!!!!!!!1