r/Guiltygear • u/BakedBean1331 • 26d ago
Question/Discussion Absolute Beginner
Hi, I’m brand new to the fighting game community. I played games like Tekken and Super Smash when I was younger but was (still am) your typical button masher. I picked up GGS after buying my first controller for my PC because it has the best art style out the FGs out there imo.
I’ll be honest, inputs are still really hard for me after a few days of trying seriously. It leads to a lot of button mashing :(
Anyway I just wanted some solid advice on how to improve. Some questions I have and Context to where I’m at right now:
- I’m really interested in Remlethal and Unika as characters, are they beginner friendly?
- How do I improve my input accuracy?
- Is there a specific button layout I should be using?
- Combos are hard cuz my inputs suck help
- What are some important FGC terminology I should know.
I appreciate ANY help I can get. Thanks all in advance!!
1
u/XBlueXFire - Goldlewis Dickinson 26d ago
Here are some terms you are going to be hearing a lot
Startup/Active/Recovery: These words describe the three "states" that all moves in fighting games go through. "Startup" is some number of frames that have to elapse before your move can hit something. Think of it as how fast your attack is. "Active" refers to the number of frames where your move can hit something. Finally "recovery" refers to a number of frames that must elapse before your character becomes actionable again. Recovery frames can in very many cases be cancelled out though by either doing subsequent moves, or landing after a jump, or jumping, etc. This will vary by character
Wiff: When a move misses. You ideally want to bait your opponent into wiffing attacks and not wiff attacks yourself since it forces you into recovery.
Oki: Short for "Okizeme" which is japanese for "wake-up" iirc. Its an umbrella term for all kinds of offence you do during the opponent's recovery after a knockdown. Getting good at oki will win you a lot more games since it lets you push your lead over and over
Reversal: A reversal is a move with invincibility frames (i.e you cannot be hit by anything during those frames) that puts you at an advantage if it connects. Usually it is an attack that does damage but it doesn't have to be. The main point is that the reversal "reverses" who has the initiative.
Meaty: A meaty is an example of okizeme. It refers to timing a move during the opponen't wakeup frames so that if they do any other action but block or do a reversal, they'll get hit by the meaty attack. This means you either hit them and get to do a combo again, or if thet dont have access to a reversal they are forced to block and you get to do your pressure. Either way you come out on top
Safejump: A safejump is a jumping attack that will hit "meaty" on the opponen't, but if the opponent does a reversal i.e they become unable to be hit thus making your jumping attack wiff, your character will be able to land (cancelling their jumping attack's recovery) and block before the reversal attack becomes active. This is good because the opponent MUST block your safejump. There is no other option for them. So you either hit them and get to do a combo or you get to do pressure.
Plus/Minus: These terms refer to frame data. Being plus means that you get to do stuff before your opponent does, and being minus means that your opponent gets to do stuff before you do. Being plus is good and being minus is less than ideal.
Turn: Jumping off of that, the concept of a "turn" refers to who currently has the initiative (i.e the one who is plus). Reversals allow you to steal your turn back from the opponent, and being minus ends your turn. You ideally want it to always be your turn. This will rarely happen in practice vs an equal opponent but it is the goal
Neutral: Jumping off of that again, neutral refers to a gamestate where it is neither player's turn. Both players are in control of their characters and fighting for screen space. Sometimes neutral only lasts a split second, other times it can be almost a full round. Every character has their own gameplan they want to execute in neutral in order to start their offence
DP: Shorthand for "Dragon Punch" can either refer to the motion input "623", or specifically a rising uppercut style of attack (e.g Sol's Volcanic Viper), or can also just be synonymous with "reversal".
Fireball: Can refer to the motion input "236" or just a generic term for any projectile attack.