Just Guard Tutorial By Aris

Aris, with the help of Insomnotek, Binkley, and Commando have created a tutorial video on how to execute Just Guard in SOULCALIBUR V and the ways that it can be implemented within a match. If you have yet to try just guard, you should check out this video, as well as his previous video on fuzzy guard.

Also, if you are in the SoCal area, on Tuesday, January 31, make sure to stop by Super Arcade for their launch party & side tournament that they will be holding for SOULCALIBUR V, or watch it online starting around 8PM EST/5PM PST.


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The benefits of JG are so neglegible that you might as well block. And if you see an unblockable coming, just hit the guy first. There's really no use changing the system the way they did. Now if they wanted to patch the game so that JG would parry, that just might fix this game. The only thing keeps this game going is the people who like to play dress-up. Seriously, thats all the add-ons have ever been. I recently got Tekken6 and that game is more in depth. Cause without the classic GI system or even the one from SC4, this is essentially a tekken game with weapons but with far less you can do with your character.
 
The benefits of JG are so neglegible that you might as well block. And if you see an unblockable coming, just hit the guy first. There's really no use changing the system the way they did. Now if they wanted to patch the game so that JG would parry, that just might fix this game. The only thing keeps this game going is the people who like to play dress-up. Seriously, thats all the add-ons have ever been. I recently got Tekken6 and that game is more in depth. Cause without the classic GI system or even the one from SC4, this is essentially a tekken game with weapons but with far less you can do with your character.
The benefits of JG largely depend on what you're JGing and what character you're playing.

For UBs, sometimes your only option is JG them, like in Yoshi's UB traps or Viola's CE into UB.

One effect of JG you might be overlooking is that when JG, there's no pushback. This often means you can punish moves that normally would keep you out. It also means you can buffer a throw if you up close; you don't have to waste time running in.

I can't even believe you can think that the benefits of JG are negligible... when you're JGing you're making their moves less safe! Say you add just 5 recovery frames to every move a character has (JG adds more than that)... you don't think that would be a big deal? JG something and the momentum is yours -- the same can't be said for guarding.

And what's wrong with the new GI system? GIs are REALLY strong in this game! If you don't have enough meter to GI when you want to then you're probably mismanaging your meter or trying to GI too much. Too much even for a previous SC.

Tell me what character you play and I'll tell you how the JG system affects their game.
 
JG something and the momentum is yours -- the same can't be said for guarding.
This is a really important point. If you can treat JG casually like it's nothing, not only can you use it for punishing certain moves, you can also use it to just take the momentum and it's pretty much free mixup right there.

GI is pretty strong now that H/M/L are repelled. And, don't forget that GI > CE is 100% guaranteed...
 
"The momentum is yours"? JG doesn't stop an opponent from executing his combo. It is far more efficient to just hit him with a quick attack than to stress yourself over trying to time JG and then hitting him with a quick attack or whatever. I've been in practice enough to do the JG almost any time i want, but it never gave me an advangtage against the training CPU. I don't think another player will be easier. The classic GI was the go-to for bailing out any level of player. That's what made matching exciting, the fight could turn around any second. They talked about making characters more accessible this time around, but all they did was stiff us on the movesets; the classic GI is really what made every character accessible to casual players and new comers. I hope those who are responding are not players that started with SC4, cause then they don't know what's missing. But getting back on track: Signia, you have a solid rebutle. Your point of no pushback seems beneficial. As for me, i'd rather take guaranteed guard, get set into position for my retort, being that i know the positioning of my counter attacks, and punish him while he's in recovery (since its gauranteed) because the only time JGing is effective for what your talking about is the same as when just old fashioned punishing is effective — at the tail end of a combo, or else you get hit with the rest of it anyway. Who do I play? Who did I practice with? Try Ezio's 3B after trying to cut into one of Nightmare's combos. 3B or 1B are some of his quickest attacks. But i'll keep your advice in mind and practice further cause it may have been patched since last time i tried.
 
"Guaranteed Guard" will "guarantee" you get guard burst at some point of the match.
Of course thats true. That even crossed my mind when i was practicing today, examining all that Signia pointed out. But the thing is, thats only a problem for those who don't know their character well enough. The matches between really good players dont last that long. Gaurd Bursts are only symptomatic if you're on the defensive too long. Let's not assume that great players should never use plain old guard as a stepping stone to get ahead. By the time low level players gets good enough to execute JG on demand, they are probably well past the stage of waiting around for a Guard Burst.

Also there are guard breaks. There are also ducks, side steps and jumps. Pretty good frame window on those maneuvers. If you see horizontal, duck; see a vert, side step; see an unblockable, hit the guy first, cause unlike the middle of an opponents combo, there's plenty of time to counter with your quickest move. If you cant handle seeing those attacks coming and reacting in such a way, you won't be handling the perfection needed for Just Guard either.

JG doesnt slow an enemy down one bit. "but it doesnt use meter" Know what else don't use meter? GI prior to SC5. What i'm saying is that if you are going to replace a system, make it worth the risk. And JG is not because you have all these other options that are far more efficient. And if you can't cant survive a Guard break, you won't survive being one frame too late or too early when attempting to JG. JG would be worth the risk only if it didnt need to be so perfect or if it gave you a definite advantage like a parry.

I'm arguing two things here: 1) that worrying about doing JG is definitely not worth the risk considering your other options & 2) that because of (1) JG is a bad replacement for GI of old —not the REPEL that they are calling GI in SCV— because whether it was at the first strike or middle or end of an opponent's combo it gave you a definite oppurtunity for retaliation and thats why classic GI should have had a big whiff if you fail. The whiff of classic GI was nothing to complain about.
 
I know my character very well but it won't change the fact that I will have to block a bunch of attacks during a fight. Unless your psychic you won't be stepping every vertical or duck every high. Some characters do monster damage in this game coupled with the unsafe movement you can't just step guard all over the place. It will get you killed really fast.

JGs has its down falls though. JG attempts leave you open for grabs and missed JGs get you hit. Also if you missed an attempt but still blocked the move I'm sure it was one that did a lot of guard damage.

I honestly don't know why I replied to this because you're really just crying about your "buffed" GI. Either get over it or move on.

I can attest that this new GI is crazy good too. Maxi weeps every time he sees the green sparkle. Maxi doesn't just shed a tear for nothing.
 
Hell of a lot of ordinary blocking going on in this video you just linked to us. Yeah, that video where initially the guard buton was held too long. What's that? You're not supposed simply Just Guard during any attack? How does that make it a better feature than classic GI? (I think you mean "buffered GI", Reave)

It is said that it's not about reflexes, JG is about timing and knowing the opponents moves — as in, in advance. It's obvious now why they dumbed down all the moves. So that tournament players can have the whole game memorized. Well reflexes is what brought me to acclaim Soulcalibur as my all time favorite game. It was like using intuition to deal with whomever wandered onto the battle field. But that was when fighting games were about content; not making people leave their homes to gather somewhere where a new defense feature would be of any use.

It's not that it's hard for me, I can do the first 2 min 25 secs of the vid with my eyes closed. You can JG any attack, sure, but that don't let you get in there and turn the game around at any split second. Classic GI on the other hand, did! That's the kind of surprise that i enjoyed 'reflexing' to during previous SCs. But hey, if your 'cup of tea' is to educate yourself on everybody's possible plan (there ain't much educating to be done) so that you can trash-talk beginners (JG is not beginner accessible) and stroke your ego, well it's about time they made a game for you. Thanks, Project Soul. But no thanks from me, cause my excitement comes from the feeling that anything could happen, that I was facing some one I wasn't familiar with and thereby, using my relfexes, being on my toes —or edge of my seat as it were. So I'm going to go now and develop a fighting game for those who like to feel like warriors; not program reciters.

If you're going to link any more vids, how about one where some body JGs a CE during an online match.
 

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