Oh no, I cannot GI, what do I do?

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warble

[09] Warrior
Parrying and GI's are the lifeblood of Soul Calibur. If someone knows and can identify their opponent's moves they can exploit this knowledge by reacting to attacks that would necessitate a block with a GI. Instead of taking soul gauge damage, a repel reverses the tables and allows the player to both deal soul gauge damage to their opponent (JI) and gain a significant frame advantage without exposing themselves to any risk. To me, this has always been the most beautiful part of Soul Calibur and it is the aspect of the game that my friends and I try to perfect. Unfortunately, the knowledge doesn't seem to have disseminated into the Soul Calibur community. In fact, there is a lot of bias against parries on this forum and given that my playgroup finds them quite easy I feel it is appropriate to start a thread about appropriate use of GI's and also the changes in Soul Calibur 4 that weakened the GI but did not remove it from our games altogether.

First, let's start with a couple of moves you should realistically counter-hit or JI if you prefer (I prefer to JI but that's my preference)

Astaroth's 1[a], 1a
Siegfried's 1[a]
Taki unblockable bomb
Cervantes flying hits

Because these moves are easily punishable unless one will consistently hit the JI it's advantageous to punish immediately. Because a JI will give one a window for punishment AND do soul gauge damage I personally prefer to punish both the life bar and the soul gauge but unless someone hits +50% of their JI's they need to go for immediate punishment.

The second category of moves are those that one should only counter-hit. I'm just mentioning a few moves that I encounter in my matchups to give a feel for when a GI is not appropriate.

Nightmare's 1[a] (changeable so counter-hit is preferrable)
Siegfried's 44b, WS a, a (both cancellable so counter-hit is preferrable)
Mitsurugi's 1[a] (should block/counterhit the low as it is punishable, if modified into b it should be GI'd)

Because the move can be cancelled or changed a parry will expose you to a huge risk so only a counter-hit is acceptable. For Mitsurugi's 1[a] one actually get the best of punishment and a great GI opportunity which is why trained Mitsurugi's will never throw the move in offline battles.

Finally, what type of move can someone ONLY GI? There is only one move that should only be GI'd that I know of and that is Mitsurugi's 1[a]b if you miss punishing 1[a] or decide to block it. There is a very easy situation where one can identify when to GI, however, and that is when an opponent is predictably using their best ground-pound move during a knockdown. The situation will occur numerous times throughout the match and each character has an extremely limited set of moves that they can use during this period of time. In fact, any time one "just knows" what their opponent will do they have an opportunity to punish them for this by either counter-hitting, evading and punishing, blocking and punishing or GI and then punishing. The problem is the advantage from a GI in SC4 is too small to justify the move choice over other guaranteed punishment options for opponents who throw unsafe moves.

In high level competition, however, the number of unsafe moves one has a punishment option against is severely limited. In fact, part of getting to a higher level in Soul Calibur is eliminating punishment options for one's opponent and "playing it safe." Defense is far more important than offense but the two meet at a high level in the form of safe pokes and an extremely defensive offense. Thus, if someone wants to counter safe pokes with GI's it is not only appropriate, but vital to gaining significant advantage in an even matchup. The issue is that this requires almost immediate identification of the opponent's move based on seeing just a couple of frames of the move prior to your reaction. While this is trainable, one can also make an educated guess based on the matchup and the situation.

For example, if one's opponent does not have a good low combo available because of the matchup and is playing a pressure punishment game the likely scenario is that they will pressure with high/mid moves because they are extremely fast and try to keep their opponent honest with low pokes. If the low pokes are known to not stun on counter-hit, it is easily acceptable to go for a JI on the high/mid especially if one has good identification of their low pokes.

Another aspect that can help is training identification of the best low counter-hit stuns and pokes for each character. In this fashion one can react to a low with a reactive low block while using a GI for each high/mid thrown because of your good training on the lows. Each character has a variety of moves available, but the number of fast, effective, safe lows is extremely limited. One may only have to train their reaction to two or three low hits per character to be able to safely GI the character's pressure game. When it comes to a longer distance game, because moves are slower or more easily evaded the parry becomes less of a necessity and more of a risk with little to no reward. In fact, using a GI on a move that can be easily avoided is more like "spitting in someone's face" because the statement that's made is that punishment wasn't even necessary, their defense is so weak they will lose regardless.

Finally, when do you really, really not want to try to GI. The most important time to not GI is when the matchup is bad and the game has holes in its hitboxes that will make the characters miss each other. Take the voldo siegfried matchup as an example of when siegfried should simply stick to punishment and counter-hits. For some reason the tracking on voldo's moves cause them to randomly miss siegfried a high percentage of the time. It's a terrible situation for voldo to be stuck in and thus siegfried should simply exploit voldo's inability to hit with more than a handful of moves and pound voldo down without giving any respect to the pressure game voldo can typically play. The predictable moves can be GI'd but the large assortment of other moves that a voldo inexperienced with the matchup will try to utilize should be exploited to the largest extent that they can be, which is a counter-hit combo and NOT a GI. Another time you don't want to GI is when an opponent throws an extremely unsafe move that you can punish effectively because a GI will actually give THEM some advantage by allowing them to recover and doing minimal soul gauge damage (unless you can JI effectively, again this is always a caveat) The less experienced the opponent, the less likely a GI is appropriate because punishment opportunities may be so commonplace in the matchup that a GI would be an unnecessary and inappropriate risk. Soul Calibur 4 weakened the normal GI frame advantage but the JI frame advantage can easily justify utilizing the repel as an initiation tactic as well, baiting the opponent into one of their select few initiation moves and then using this knowledge and experience in the matchup against them to gain an immediate advantage for those moves that cannot be counter-hit and punished.

I appreciate your feedback about when to GI and when not to, and felt that I should full explain my personal philosophy on GI's so hopefully I can share a little of what I have learned about GI's and perhaps some other experienced groups can share their own insight into the GI.

Edit: Oops, mods please move this thread to strategy and tactics.
 
Good topic. I play online so for the most part GI is forbidden unless I take a risk and anticipate through lag. I never thought about the general risk/reward of the GI itself, only that when you miss your GI you get raped. More people should read this shit, especially if you play online alot. Makes you realize what your game is lacking >_>
 
Great topic, and due in part to the fact that the majority of my play is online, this is also one of my weakest areas.
 
I agree GI is so vital but it feels so weird in SC4 compared to previous installments. I think online is a huge factor in why people don't GI much heck I really need to do it more often.

I think GIs are an answer for any situation such as if you feel trapped and just keep turtling go for a GI to try to change the momentum of the match.
 
i feel GI's are extremely important in this game, it allows every character apply some sort of pressure even if they ain't really a pressure character.

the reward is well worth the risk but as with anything, an educxated guess is going to be better than a random GI. if you use this to play aggresive and to maintain advantage then you need to spot patterns.. a perfect example of a good GI oopurtunity is if they respond with a lot of pokes.

GI'ing obvious string followups is another great GI opportunity... why would you sit there and take it if you know whats coming up? it can be different between blocking a safe move to getting a free mixup. it can be the difference of taking massive SG damage by blocking the move or dealing SG damage to them for using it.

the lastly, the SG damage. there have been so many occasions where i have got someone into flashing red bar litereally in the space of 5 seconds. people turtle when they are pressured. people panic and poke when they are flashing red. its a great way to absolutely wreck a gauge before they know whats happened... it takes a great player to be able to think fast and respond accordingly when under some serious pressure.
 
I've never had problems with GI. You just get used to it and start throwing it into your game when your HUMAN opponents are predictable.

I have problems with it ONLINE, and that's one of the main reasons online sucks a big wad of dick. Spammers? LOLOL? Really, how do you beat spammers if you can't GI their crap, or even block it?

*sigh*
 
GI'ing obvious string followups is another great GI opportunity... why would you sit there and take it if you know whats coming up? it can be different between blocking a safe move to getting a free mixup. it can be the difference of taking massive SG damage by blocking the move or dealing SG damage to them for using it.

the lastly, the SG damage. there have been so many occasions where i have got someone into flashing red bar litereally in the space of 5 seconds. people turtle when they are pressured. people panic and poke when they are flashing red. its a great way to absolutely wreck a gauge before they know whats happened... it takes a great player to be able to think fast and respond accordingly when under some serious pressure.

These are two great points, I didn't include the obvious string followups because it was so obvious but definitely that is another great opportunity such as kilik b, b and actually most characters' b, b.

Another great point is that the flashing red JI is commonly used by my playgroup to execute a CF. Getting someone to block is SO MUCH HARDER than just JI into CF. Slipped my mind, I should include some of that as well. I wish I had some match videos because the "wtf" factor is amazing. The fact that they go wtf as the game transitions into a video of their death is oh so nice. Great call on both of these.
 
Another great point is that the flashing red JI is commonly used by my playgroup to execute a CF. Getting someone to block is SO MUCH HARDER than just JI into CF.

Is reliably Just Impacting that easy for you? I mean I see players who can guard impact on reaction like crazy but I don't recall ever seeing somebody who can JI at will. If you can JI as well as good players can GI that'd be damned impressive.
 
Is reliably Just Impacting that easy for you? I mean I see players who can guard impact on reaction like crazy but I don't recall ever seeing somebody who can JI at will. If you can JI as well as good players can GI that'd be damned impressive.

It's not easy, and took a LOT of hours sitting in practice mode training the JI to gain the capacity. That being said, yes, I can hit a JI relatively reliably now. Do I expect the normal Soul Calibur player to train themselves to the high degree necessary to do a JI to get a CF off? If they expect ANY sort of consistency in their CF game...then yes. But the short answer is that normal players of Soul Calibur shouldn't expect to JI at will unless they put themselves through hours and hours of training against EVERY player's unblockables, and then pokes, and then train against mixup, and then train against real opponents playing at the top of their game. Casual play is not what people like me train for. They train to attain a beautiful game, to see what can be accomplished by a human who puts themselves through gauntlet after gauntlet to see if what they dream about is reality, if consistency is actually possible at things like a JI. The reason I need 5+ matches to warm up is that there's no "on" switch to high level play, it actually requires a significant amount of ramp even after days of practice to "get there." And I'm the fastest ramp in my group, my friend in PR who is my favorite opponent requires the first 10 matches AND for me to play easy to warm up because I warm up faster. His peak, however, is just as high as mine because we are equals in terms of skill and the only game that we are equal in is Soul Calibur. I can throw as many bulls eyes in darts as can physically fit on the bulls eye on a dart board. I go 5 of 6 at that particular skill because let's be honest...the 6th dart is friggin' HARD to fit in there! That's the level of skill I require of myself, the demands that I place on myself and the rigor of training I will go through to get there is not simply physical, nor mental, it is both. Where most people see impossibility, I see a challenge. To most americans, it's retarded to go through such training. Why? My best guess is that they think it's just not necessary. They expect a lower level of game and when they win this lower game against numerous opponents who similarly play this game they are happy. When you hit Korea and see 500APM in a RTS game they can't follow the commands, nor understand the intricacies, and probably don't even think the game is fun. I hit 400+ APM on Starcraft because it's what I do. I played 3v1 BGH against the top ladder players in America because that was the last challenge I could FIND in America...and I could win. It's not my fault that I see the game differently, but it is also not my fault that the game I see is simply stronger than the game that is seen by the majority of players of video games. It's stronger because the requirements are more difficult, the expectation is higher, and the knowledge is complete. Fun for me is not just execution, and it's not just knowledge, and it's not just training. Because of age I will not be able to even compete at a high level much longer(I start shaking when playing sometimes because of the physical and mental strain), but the knowledge will not fade...just the execution. Am I sad about this? No...that's life. But do I see the game differently now? God no, and it pisses me off when people who don't see the correct game, the beautiful game, come in and mislead people learning who can still attain the highest level and tell them "oh no, this idiot thinks that's necessary but look I'm doing ghetto shit and winning look at me" No...ghetto is not a perfect 10 video game...ghetto is teaching wrong and finding followers who believe you only to have them walk into true high level play and get slaughtered at their teacher's direction.
 
Hit... Hit the enter key >_>

Really though, do you have videos of yourself pulling this stuff off?

I don't wanna imply anything or something, I just wanna see it.
so I can make the >:O face.
 
Hit... Hit the enter key >_>

Really though, do you have videos of yourself pulling this stuff off?

I don't wanna imply anything or something, I just wanna see it.
so I can make the >:O face.

Sorry, last time I was in PR playing offline with my friend we couldn't figure out a good way to record so we didn't...and we both knew we were doing something bad by not recording the matches. It's not anything special to us, but we realize that a lot of inexperienced players need to "see it to believe it" so we do apologize for not being closer and having recording equipment available. I'd be happy to play you online so you can see how much you pound my face in online for trying to parry so much :-) I find it hilarious in friends matches because the more obvious the move the more likely it hits me because I try to parry it! Makes me laugh until I get tired of being beaten by unsafe moves and go to my dota or CS:S for real offline
 
Hey, hey now. You don't have to hate.
Don't be a player hater.

That sort of insanity might exist out there, like guys who hit the Just Ukemi every time.

All I'm asking for is some footage. If we gonna do it scientific, we can't just have conjecture, we gotta have hard evidence.

I mean, all I'm saying is that at least in none of the Kogarasumaru vids I've seen there isn't anyone pulling off an absurd number of Just Impacts. (Or maybe I'm just blind.)
I'd think great minds think alike or something, but I dunno, could be wrong.
 
Warble im not going to qoute your last post... because its huge... and I would like for mine to actually get seen lol... but thats some pretty good stuff man... It was like I was saying in another topic... people think this crap is IMPOSSIBLE but its not... JIing unblockables, Its just like any other move man... just time it and dont let the fire throw you off... Jesus... Practice Practice Practice... thats all it takes to destroy most reoccuring offence.. yet alot of people wont try to even impact because they are halted by the fear of getting hit by the combo/move... its one match... one round... take a chance and adapt your timing next time... most of the time there isnt really much on the line anyway but bragging rights... and if you look at like this... if you play with alot of people who arnt good with JI's and you get to were you can hit them every other time... Jesus... your already on awhole-nother level in skill.... because I mean really now.. they will have a hard time attacking if it gets owned everytime they throw it out there...
 
lol this thread is funny. Who needs to block when you can just JI? lol.

For argument's sake, why would you JI an unblockable and risk getting JI'ed back when you can have guaranteed damage by just step/jump/duck and punish?
 
Shock factor?

If teacher was JIing that dude's unblockables like he said, well,
teacher just loves shock factor.

Amy (insert start here) 44K 4B+K B don't make a whole lot of sense compared to 66B+K 236K:A, but it's a more powerful image than the latter.
 
I would highly recommend you get some video for this Warble, you have some people who are interested. Why not show them the goods and the results of your training then?
 
I would highly recommend you get some video for this Warble, you have some people who are interested. Why not show them the goods and the results of your training then?

:-( you know the answer to that Jian

One does not travel miles and miles to play with haters. I get enough satisfaction from hearing my close friends go "wtf" and my best competition is in Puerto Rico so all I really want to do is figure out how to recode online so I can play him with f'ing GI's and CF's like we do when we're offline. If I had recording equipment I'd probably record but I don't and am having a really hard time finding a company that is hiring (my current job is notsomuchfun) so those who only believe anecdotal evidence will have to wait. Not that I care so much about people who logic fails anyway.

@ eltoshan, the first alternative to unblockables is to counterhit, but let's suppose you missed your window against Amy or got cornered by Yoshi. It's always better to be walking in known territory, no? For fun I once went 2-1-13 with Yoshi against some friends in SC1(just teaching some kids), gawd I love his unblockable.

@ Kowtowjackass and fellow trolls, congrats you are amazing at being assholes. You sure know how to contribute to a thread, don't you? Please just stay out of THIS particular thread, ok? Be an asshole to people in some other threads, I'm sure there are plenty for you to choose from.
 
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