Using Training Mode Effectively: Difference between revisions

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If you want to test how an interaction works, you first need to decide what the interaction actually is, then toy with it. For example, let's say you're playing {{Character Label|GGST|Sol}} in [[Guilty_Gear_-Strive-|Guilty Gear Strive]], and you see {{Character Label|GGST|May}} spamming this {{MMC|game=GGST|chara=May|input=[4]6S|label=dolphin}} looking move {{Tt|over and over|[[file:Article GGST May Dolphin Spam.mp4|autoplay|nocontrols|loop|muted]]}} in a {{keyword|block string}} and it seems to be getting you [[GGST/Attack_Attributes#Counter_Hit|Counterhit]].  
If you want to test how an interaction works, you first need to decide what the interaction actually is, then toy with it. For example, let's say you're playing {{Character Label|GGST|Sol}} in [[Guilty_Gear_-Strive-|Guilty Gear Strive]], and you see {{Character Label|GGST|May}} spamming this {{MMC|game=GGST|chara=May|input=[4]6S|label=dolphin}} looking move {{Tt|over and over|[[file:Article GGST May Dolphin Spam.mp4|autoplay|nocontrols|loop|muted]]}} in a {{keyword|block string}} and it seems to be getting you {{keyword|counterhit}}.  


It helps if you bind a Play and Record button in your controls since this lets you quickly do Dummy recordings.
It helps if you bind a Play and Record button in your controls since this lets you quickly do Dummy recordings.

Revision as of 05:25, 29 October 2022

Preface: this guide requires your game of choice to have a record and playback function, if that does not exist then it will be much harder for you to use this information effectively

Finding Solutions to Specific Offensive Sequences

If you want to test how an interaction works, you first need to decide what the interaction actually is, then toy with it. For example, let's say you're playing Sol in Guilty Gear Strive, and you see May spamming this dolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 looking move over and over in a block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. and it seems to be getting you counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities..

It helps if you bind a Play and Record button in your controls since this lets you quickly do Dummy recordings.

Okay so we know May did thisGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 so lets first find it on the command list located in the pause menu, looking at the video included next to the move can help you figure what move they did as well, if the game you are playing does not have videos on the command list, then try all of the opponents inputs or look at their wiki entry.

Use the command list to figure out your opponents moves!

Once we have figured out what move the opponent used and how it was used we can then keep playing our recording, and just mess with buttons until we find something. Let's try some things, see what works, and decide what we think are good options here.

Below is a visual example of the labbing process:

Congratulations, you have now labbed an interaction and learnt what works in a situation (note that since you don't know everything that's about to happen, this is only one facet of it, the more you test the more whole your understanding becomes)

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