#tips and tricks for the game?
1 messages · Page 1 of 1 (latest)
Before you start, things that can help you improve instantly:
- learn combos on dustloop/https://youtu.be/oxHxchosfmY
- set the CPU to mash 5k as sol on block and learn to frame trap consistently into a good combo off of your basic blockstring of c.s f.s 5h bandit revolver
ソルの実戦的なコンボを一通り動画にまとめてみました!Ver.1.18に対応してます!
今回海外勢の方にも見てもらえたらと思い、表記は基本的に英語メイン+日本語で補足にしてます!翻訳等間違っていたらすみません...!
チャンネル登録やいいね、コメント等して頂けると、大変励みになります...!!よろしくお願いします!
I tried to put together a video of Sol's practical combo! It corresponds to Ver.1.18!
I hope that overseas people will see it this time, so the notation is basically supplemented with Engl...
Learn to wake up dp consistently
i would typically say that purely labbing combos on dustloop is something i do constantly but it's a much slower process due to me lacking an understanding of flowcharting or confirms
so i'm kinda backtracking first to ensure i can actually land those combos in a game
because i find that i can consistently do them in practice mode but can't do it in an actual game
i'm not sure if that is a good approach but it's what i'm doing
i'm slowly picking up on wake up dp but sometimes i forget to do that
and i have been working on stagger pressure and frametraps to some limited extent but i had it set to ky 5p instead
also wouldn't bandit revolver as part of a blockstring be easily punishable?
it's very minus on block and can be punished with a grab (based off personal experience)
i personally basically never use it unless meter
but even then i barely use it at all
sorry for the crappy connection we both still play on wifi :(
my first set to be reviewed or
whatever
my first game didn't go that well because i haven't played that day (i was warming up)
@exotic ermine this is what you wanted i think
i'd also like to say that the ram i played against is also looking for advice
yeah, i'll take a look in a bit, thanks
ok, i'm noticing a couple of minor habits and a couple of bigger holes
as far as the minor habits go
you have a tendency to throw out 6H a lot, which is very committal
and it's getting you punished a fair bit
on sol you have like, a forward slash command normal yeah? where he does this fiery swipe. That's probably a much better choice, for whiff punishing and for being less committal than a 6H while keeping similar range
the other thing was a tendency to mash p->p->p->p on your opponent's block, and i get that you're trying to punish mashing but it's not the best way to go about that. Lys is 100% right that one of the best things for you right now is learning some good, consistent frametraps and conversions so your pressure is a lot more scary, especially at midscreen they were 5king out of it sucessfully too often
again repeating what lys said, but a decent corner confirm would have won you some of those rounds. You kinda had to make up a conversion on the fly and at best it's harming your damage output, at worst you were dropping it and getting punished
only other minor thing was try to be aware of reversal ults, they were using mortobato pretty consistently when they had meter (unless i wasn't paying proper attention to meter, i could be wrong on that) and it was working on you a fair bit, even just trying to bait it once or twice would make them think more about using it, obviously learning a safejump would be ideal
sorry if any of that sounds a bit harsh, but the main thing is to do what lys said and tighten up your frametraps and get a consistent conversion down, i think that's the biggest issue you were having
i do have a lot of corner confirms already learnt, its a matter of actually remembering to execute them
which i keep forgetting
like i said before
its just a matter of flowcharting i guess
6S?
yeah
just focus on one simple one to start with, don't need to worry about flowcharts yet
i'm starting to pull off the frametraps now
@exotic ermine one thing i just realised
i have no idea how to fight gorilla players
what exactly do you mean by a gorilla player
i just go in for a typical approach and then they just
rtl
they know zero confirms
and mash
and i die every time
because they don't respect blocks or jump too much
if they're mashing then sticking to simple frame traps will cause them to kill themselves pretty fast. that and just being a little more cautious so you don't get hit by any weird choices and they'll almost certainly do something unsafe on offence, be it a whiff or a string that is really escapable
are you confident in your meaties?
well get a meaty that you can get a string off from, they'll stop mashing on wakeup quite quickly or die very quickly
doesn't have to be fancy, just any decent follow-up
this fucking sucks
i got 0-3'd twice and sent back to floor 7 after going to floor 8 for 2 games
this happens a lot
yeah, floor system moment
nah, not necessarily, it can happen when you're thinking more/trying to implement new stuff that isn't muscle memory yet, or just when you lose a lot and tilt
nvm
https://www.youtube.com/watch?v=hv4wTR0-BE0&feature=youtu.be made it back to floor 9 again and had a game, i didnt record this but i have a replay
i think my strike/throw is slightly better and im considering more pressure escape options yet sometimes i make silly choices and mistakes.
also i mash dp inputs and throw inputs
a lot
i just realise that
@exotic ermine if you're interested because its a short video
i reckon i just need to work on getting better confirms
(im the grimch)
you're doing better on your framtraps and confirms. There's just a couple of choices you're making that are a bit more risky than they need to be. I understand why you're putting bandit bringer and volcanic viper as part of pressure to try to catch mashes, but that's a very high risk way of doing it- if they're just waiting for an opportunity to get out you'll get smoked for that. Strike/throw was better, and mixing in throws is a better way of getting people to try to mash more in your frametraps/strings than going for hard callouts. PRCing the VV on block was good, just a little late to recover from the mishap
its typically because i have a relatively basic combo structure that works for fafnir confirms, 6P counterhits and nrv confirms but only near corners
and im sticking to it because it works
i just tweak it a little with each confirm and its all good
i should look into 6P ch confirms midscreen
also i only tried throwing more because they tend to respect a lot of my moves
before i felt like strike throw was just a pick and choose thing
but now i think its more about conditioning your enemy to respect your strings and punishing accordingly
and vice versa, make them mash and catch them out with frametraps
its a bit of psychological mixup.
exactly
if you don't represent throw, i'm just going to wait for a gap in the string
if i have to worry about throw, i might be tempted to mash
same thing with high/low, just a different type of attack
i tend to find i struggle against nago and sin a lot
Spectating notes: work on your meaties, you were early a lot and it was costing you. Work on pickups, this odd 5k->microdash->other side 5k thing? seemed kinda inconsistent and not very rewarding. i'm not a sol player so i could be wrong, but in general ask other sols here for good strings. You were neglecting to add throw into your pressure when your opponent was blocking, which would be a good next step, along with honestly being a little greedier with pressure. I saw you do f.s.->something->6H which is a really early ender to your pressure. Finally, punishes is an issue- a lot of this i think is confidence. In the faust matches you let helios get away with a blocked reversal ult and a blocked goldburst, it might be reactions or not being used to it but working on this would help you a lot. That's a lot of ciriticism for one paragraph so sorry if I come off as harsh
ok
you see
first thing first
sometimes i deliberately drop meaties
as a bait for a wakeup dp
but sometimes its unintentional
its mainly meant for characters with a dp
yeah that's fair enough, you can bait reversals that way. as long as you're not being wakeup thrown as a punish
frankly the blockstring was really poor and i do know proper blockstrings but i just
didn't do them
a typical one is just fS cS (delay) 5H
doubles as a frame trap
outside of that
that's the only true blockstring
i never went for throws because i was too scared that they would mash
but probably because i wasn't pulling off the blockstrings ive done before in actual games in substitutions for poor blockstrings
either that or i didnt frametrap or mistimed it
i was more oriented on high/low mix rather than throws because i felt as if getting a 2d to CH VV
was more worth it
but that is limiting
and nothing is stopping me from integrating both
well, remember this. Most people won't be mashing if they're not scared of throws yet
well
and you're right, you can do both
im probably just washed out
that's my excuse
i can do a lot better
and i have
well i think
i stopped playing strive for a while becuz of covid so
that might be why?
but im not gonna blame it on that
its my fault
in any case, just one step at a time
it's not a race
good see, you punished my jump in perfectly there
blocking j.s.->yosans is a free throw
i should remember to block low by default
i always feel like im obliged to not jump after what lys said
but baiken's js is so large that i cant 6p it
or anti air in any way
that was some really good defense, you just need to press after blocked tk yosansen
i dont know how to take my turn back
it's minus 14, go wild
in that
or when
i always think air tatami is overhead
or tatami in general
it isnt
but i think it is
after tatami when grounded i'm -3, after kabari i'm -3 then -5 on the follow-up, air tatami is a mid, ground tatami is low then mid, tk yosansen is -14 on block, parry has 32 recovery frames
i need to break that thought
all of those are potential punish windows
i see
im not good at punishing though
and whenever i do its too slow and i get punished myself
for attempting to punish
mainly because
that's what messing you up honestly, you're afraid of punishing poorly so you don't end up punishing greed in the first place
DP is also a great tool if i'm just spamming on your block
also when you say becoming greedy i perceive it as taking more ridiculous options for pressure and seeing if you can get away with it
like i always do br on block and thats an easy punish
its often deliberate
but often not
yeah that's true, so think of it this way
i'm going to be more reserved on offence once you show me you can punish a risky option
so being able to do that will make someone's offense less scary in some ways
but also
the reason im too scared to take opportunities is that if im too slow to do something its gonna just result in a punish either way
so if i dont take that opportunity it would pose less risk?
at least hypothetically
i understand that
but you've gotta be brave or you'll never get out of block unless with burst of yrc
but this is the same logic as "im too scared to do a combo because if i drop it i will get punished"
so
its not really
sensical
ok, let's try this
i'm only going to do lows and mids from now on
so you all you need to worry about is punishing me
alright
and we'll see if you can get a bit of confidence
that's fine, you can experiment
my problem is that
i cant abare out
because your attacks outrange what i can punish with
typically
unless you are close
that's true, but remember it doesn't need to be a true punish. you can press a button if i'm - and start taking back the offense
also dp will punish further than you expect
my long range attacks typically have a long startup and aren't punishable
god i need to
stop misinputting br as wild throw
this is the skill issue proposed by all the other sol mains
thats the reason i drop combos
236K for BR and 623K for WT
aah, gotcha
someone told me i should just use BR as a half circle
so you never have to misinput again
but i find it hard to develop that habit
is this what you mean by
throw pressure
yeah, that's a genuinely hard thing (dping in the gaps). i gotta go for now, but you were doing so so so much better there
yeah
i reckon i just needed to warm up
i guess
maybe i forgot stuff
anyways as a list
basically! getting them in in strings is another part but making someone not able to just hunker down in block by representing throw will be a massive help to you
now i guess i am gonna say
i have more solid knowledge of a matchup like baiken and happy chaos because i commonly find them or fight them
so that helps me a lot
i should probably just read frame data on dustloop
if what you're struggling with is knowing when you can challenge, that could help
i mean i typically go for what i feel is punishable
that means typically things that are extremely minus
like br and foundre arc (they can be grabbed)
but generally i hope that i've helped show that it doesn't always have to be a punish to be "taking your turn back"
yeah
there's some yt vids out there for like
"2 punishable things on every character"
can you drop one
#guiltygearstrive #guiltygear #fightinggames
Let's review some tactics you can use against every character in Guilty Gear Strive! Last time I did this, there was no DLC, and I used Mission mode. This time, I chose two things that I think were important, or that I found people overlooked.
0:00 - Intro
0:25 - Sol
3:01 - Kyle
5:30 - May
10:36 - ...
(this isn't updated for this patch btw)
i feel like i'd benefit more for having some sort of warmup every time i start strive so i can you know
remember things
labbing
mission mode
whatever
maybe
eventually it just becomes muscle memory, but things like combo trials, mission mode, certain training dummy setups for practising meaties, wakeup moves etc could be useful
"it" being mostly things on your own character
i use combo trials as a warmup sometimes, and i'm always practicing getting stuff out on wakeup
Grinch Thoughts:
losing by itself doesn't necessarily frustrate me, i could care less as long as the other guy isn't being a bad sport about it. it's more so falling for baits or dropping combos which is what bums me out, it makes me feel kinda stupid, it doesn't tilt me but its just a feeling of shame
yet i dont necessarily like to say "im bad" at something at all, more so that i'm just learning to play. perhaps i fail to acknowledge that some days i might just play worse than other days, it aint a straight learning curve.
and even players in this server who i feel are way more skilled than me make those mistakes, they will drop combos and fall for baits. so i can take comfort in that.
yeah, it's natural to get frustrated about that kind of thing, and everyone has better or worse days. if I'm too tired while playing I can't input for shit. If you can acknowledge why a bit you fell for was good it could help you get a handle on your own habits or common ways to bait etc, so just realizing you got baited is a good skill to have
also some examples i made
im just copying this from the sol channel but
"ive had this actual setplay work on leo but i didnt lab him in this case
and i timed the fafnir too late
so yeah safe to say its probably gonna work"
im gonna lab this on anyone with a reversal in general
whether it be supers or dps
yeah you can probably find some sucess baiting like that. just gotta get the timing down
not in a generally pleasant mood at the moment, typically because something just clicked in me and i have to relearn neutral
completely from scratch
and now i feel like a complete moron because i need to go back to basics
so yeah
i want to learn the basics of neutral (properly)
what clicked in you that makes you think this?
all i do is jump
randomly
at random positions in the screen
to win neutral
mostly
when i make approaches on the ground they are easily predictable
mhm
well, i can be around to hash this out in some matches if you're free, if not any replays you have would be useful. In general as you seem to know what you're doing wrong you might just want to play some matches deliberately not jumping unless it's for a specific purpose and seeing if you can develop your grounded game a bit more
are you able to vc?
yeah
u40p45
ubvua7
ive been really unsatisfied with how i've been performing in strive and i feel like all my recent work is in vain. i may just stop playing strive for a while because i really dont know what to do further
i felt like i just hit a point and stopped
if you're not having fun just playing the game regardless of progress that might be a good idea. improvement slows down after a while for everyone
Remember, weve been giving you direct directions to work towards if you ever feel lost
More grounded based neutral, better punishes, learning how to take your turn back against different characters, faultless defending at the right time
i'll just try to get back on my feet in a bit
after a long hiatus of not playing (my pc broke and had to get repaired) im just gonna put this here from my own advice
PLEASE STOP TRYING TO CONTEST IN THE AIR, YOU WONT WIN AIR TO AIRS (especially against characters like baiken)
stop trying to go for throws in neutral, all the time.
find better spaces for reversals, but try to be more careful too about using them when you start using them
also try timing 6p a lot more later than you initially do
Not to undermine you, but i'll drop this here just in case it helps. A decent rule of thumb for air interactions with baiken is if you're above her/jump first she'll have a hard time air-to-airing you as all her air moves are angled downwards barring j.k., which is seldom used by most baikens and is at worst (for you) going to trade with your j.s. unless you're up real close already. If you aren't going to be able to get in that position, 6ping at the right time will stump her approach (this can be difficult because of the spacing of j.s. making the timing a little earlier than for other characters, but it can be done with practice/a feel for your opponent)
typically most contests i find are when we jump at similar times
and i try to use jS, which is beaten by hers
yeah that's rough
i think sol's jK beats it though
i think you have to settle for 'ol reliable 6p in most situations if she gets in the air
and that's if i have to contest in air to air
it'll catch it out if you're close enough yeah
i try 6p occasionally but like i said, i usually see myself mistiming it a lot
and it whiffs
it's the most consistent way to deal with her jump-ins so work on that
i think it's something i should do on a character jump-in thing
just learn to 6p all their jump ins
jus gonna try to decompose the whole problem of jumping in neutral
considering how stupid good 6Ps are in general i don't use it nearly enough either
at least i'm trying to use dp's more and (trying) to take my turn back
even though i see the habit of me using them to catch jump ins
which probably isn't a good thing
not good if people start just empty jumping at you to bait it for sure
i only find myself doing it because i keep whiffing 6p's
and it's just me lazily cutting corners
a note before i stop for the day
i feel like getting confirms now from someone i find difficult to fight is significantly harder even when i find myself getting the same starters and opportunities
i have some replays i would like to show i guess
(just highlighting them as particularly rough ones)
@exotic ermine is it fine if you can watch them at some point? sorry to bother you
no worries, yeah i'll give them a watch
Your defense is the biggest issue here. You got wild thrown on your wakeup a lot in these, I know the risk in backdashing or mashing on wakeup is high but if he's making a habit of wild throw on wakeup you have to at least show him an option that discourages it. In the corner, if you mash out with a 2k i don't think you have any reason not to gatling into 2D for a knockdown, i don't know if sol has any better options there. Most important: you're very respectful of your opponent during blockstrings. When you were in the corner in game 1 you let him get away with a BR2 with no meter, bandit bringer raw and gunflame from a distance you didn't have to respect. FD isn't a bad tool to use, but when it's giving you space and forcing helios to choose unsafe options to continue to press you is where it really finds it's use, you're creating gaps with it; so that's the hard part done. Just gotta work on punishing the greed. Sidenote: try not to punish VV with throw, it's a waste when you can get a full CH combo. Apologies if i've come across as unduly harsh, really the only big takeaway should be try to work on recognising when you have a chance to get out of pressure, especially in the corner. Given that this was a mirror i'm imagining it's more of a confidence issue than a lack of knowledge in these games at least.
so, still the same problem of just not taking your turn back / punishing punishable moves
damn, i guess i didn't learn shit even after recognising that is my largest weakness. either i'm doing something wrong, not labbing it enough, or it's just a painstakingly slow learning process
this is why i struggle so much as i find myself pitched against higher skilled players, there is no leeway to just perform your offence and always think that it will be foolproof, and then panicking and just going into a very reactionary playstyle when things go south.
the only way to get any damaging confirms as i progress into those higher levels is to learn when i'm able to actually punish/ take my turn back
problem is that it devolves to mashing and messing up reversal inputs
@exotic ermine
i should probably try to be less panicky when things don't go to plan, because to be fair it rarely will
that and having to consider to redo my entire gameplan over the idea of "catching mashers" because high level players will not fall for frametraps
or framekills
i would know
i'm not saying to not frametrap
but they become less effective the higher level you reach
you don't need to redo your entire gameplan. But you're going to need to respond intuitively to what your opponent does. Respect your string everytime? mix in throws and get greedier. DP happy? start baiting it in your strings. Backdashing all the time? think about what you can do to catch it. The defense is the harder problem to solve i would think
that's probably what needs work
doing the same thing again and expecting it to work and getting surprised when it doesn't is not a good habit
i'll probably see what i can do in the lab tomorrow
does anyone know how to beat axl.
or mainly characters with large normals
because they seem to be characters i struggle with most
dash block
and learn to use your movement effectively
📌 Sol high level gameplay: https://www.youtube.com/playlist?list=PLmHR7LWec_njz_aOcL9U9S7J_QLslfFJk
📌 Testament high level gameplay: https://www.youtube.com/playlist?list=PLmHR7LWec_nhAW3lK13cLMGpYc6gnQeN1
🎧 Background music in this video:
- GGST - Find Your One Way
- GGXrd - Safe Intoxication
- GGXX - Blue Water Blue Sky
#ggst #guiltygear...
prime example
new issue ive been running into, i dont properly know how to integrate burst baits into my combos, because i typically find when i get into a big damage confirm all of them get bursted and its been getting quite difficult to carry them out as people become more precarious on bursting
another problem i just realised i had is that my inputs are significantly weaker on the left side (probably due to me neglecting that side when it comes to labbing at all) and i drop combos a lot because of that, but i think that can be solved with the lab
If you think a burst is coming either RC or reset to do like c.S jc. Can't really teach burst baiting it really is just a feel for it but a good starting point is "someone will burst when their gamelan goes horribly wrong"
a good starting point is just holding block for a second when you score a big counter hit or when you would naturally r.c. in your combo
its not like the best thing but i post a lot of burst bait clips in #chipps-dojo, so does lys or at least he used to lmao. ive been trying to think of how im able to burst bait because being told "you just feel it" is terrible, sure its true but its only because you have a really good understanding of situations and youre subconsciously keeping track of all the bars, the previous rounds etc etc
@modern nexus good games i suppose, but it's kinda made me realise that just because i'm floor 10 doesn't mean shit
It's just experience right
I've played a lot of people that play like you so I know what to do against it
You just need to get more experience
i guess it just comes from being naive
But I still think labbing with the random block and random counter hit cpu is the best way to improve rn
For what I see from playing you at least
That's like a direct way to get better
i mean what i usually tend to do is just
lys is a really good player, don't put yourself down because you lost. most people would
- just consolidate my combos to ensure i won't drop them, the majority of them being in the corner
- lab mix, frametraps and whatnot by setting them to block
- consolidate my weakness on the left side
- just turn on the cpu to learn round start stuff and roughly practice neutral
let me reword that, its kinda like a reminder that there's still a lot to learn, like, a lot.
i find myself proud of what i've been able to do coming from someone who has never touched anything close to this difficult, but sometimes i get too happy with what i feel like i have
it's just a reality check
i'm not mad or disappointed, just kinda in some introspection
i wouldn't be lying if i said i am still naive to fall into traps like that, but i'm trying not to and i act like i'm not
because acting like that is a buzzkill
at least in my view
that's fine then. it's good to recognise how far you've come, because unless you're literally EVO champ there will always be a bigger fish
that's the phrase i was looking for
besides
i was kinda happy that i even got lys to low health
at all really
because it's kinda just saying that i could do better
i'm too too sucked up about all the negatives and the constant looming thought of "all your work was in vain and you're not improving" and not knowing how even if i have all the solutions on me served on dinner platters and that i have to bore more people about the same problems again and again and again
besides, i think all i need to do for the next days is just
play and play and play
and less labbing
since i know the solutions, but i just can't do them
anyways that's all
i'll try to get to playing tomorrow
after thinking about it more just think i attach myself with what people say i have to improve at and just seeing the same comments over and over again just begins to daunt me
because i feel like i'm doing it for the satisfaction of other people saying that i'm improving or that i'm not doing x anymore
i'm not doing it to impress everyone, but just the people who know where i need to work on
it'll probably be more satisfying when you notice you're improving rather that hoping we think you have
but i have difficulty with that really
it's just something you learn to acknowledge with time
but i haven't reached that point yet
you know what i'll do?
i think i'll put this thread to rest
i'll keep on playing lys and i'll just have to manage this independently
because then i feel like there's less "pressure" to feel like i have to appeal
it's just that i feel like as i progress more my perceived "average" gets higher and i feel like i'm incompetent because im not meeting that perceived "average"
because in my head i'm just saying
"lys is your average player"
i could say the same when i was newer
lys is not your average player
you dont know how bad the average player is
unironically average fighting game player is like
floor 7
or so
prob 6-8
that's what i mean
i just see the average higher and higher the more i improve
kinda just rejecting everything below me
it's imposter syndrome

yea
when i'm always cruising for a bruising you tend to come to believe that everyone you meet is just better than you
let me just ask bbd and see what they think i guess
The EMEA BBD would probably be a good place for you to discover that you are, in fact, not bad at the game
let me get this straight
uhoh
poke.
????
I see
anyways two reasons why i feel that way basically is just
- i don't acknowledge my own success and feel like my knowledge is in vain once i fight someone is just more capable
- i feel obligated to learn at every moment
there was a video somewhere i guess
anyways
aside that
@modern nexus we can play tomorrow if you're available , sound cool?
Sure thing, when are you thinking?
i didn't mention it at the time grinch, but your strike/throw and pressure generally was far far better when we played last night/tonight
strange thing, but how do i deal with chicken blockers other than hard reading their jump which i find myself doing if they do it too much
because i seem to find that a lot when im trying to apply strike/throw or any sort of frame trapping
i mean i often find myself hitting them if they try to chicken block on a frametrap
but since its a jump input i dont get ch and i dont know a confirm for 5h normally
Revolver?
is it just 5H > 236KK
i mean like anything that allows me to get a hard knockdown or something i guess
ill just look on dustloop
yeah
its just 5H > 236KK
that's the best confirm you can get meterless
i should try frametrapping fs more because in cases like that it would give me a better confirm
This is soft knockdown
I'm in NY for the weekend
oh
Sorry to hijack this thread - I've just been reading other people's advice and this seemed interesting - what do you mean by this?
How would you set that up in training mode?
Tho strive is lenient with THE COUNTER
set cpu to block randomly, set ch to either forced or random
Run your frame traps and pokes

ok thank u
i'll probably end up asking about that again but i think i get the idea
One of the in game missions explains it
one thing that may also help is actually applying it as well
because you are way more likely to drop combos in an actual game compared to in training mode
i know this may sound really bland but if you wanna really churn out as much damage as possible you will have to do your confirms consistently every time
So by confirms you mean recognising when you have a hit and continuing your combo and managing that consistently?
i mean how i learned combos was something like
- just do a basic confirm that doesnt require much thought to do, this can be the beginner combos on your character's dustloop article or just gatlings
- extend those with roman cancels, experiment around and find ways to sway it in your favor, try going for hard knockdowns or wallbreaks
- apply meterless extensions and experiment more, try to reduce your reliance on rcs
- learn meterless conversions and extend your current knowledge
- optimise damage somewhat
there's a lot of combos i compromise with an easier option that does slightly less damage just for the sake of consistently
doing a very hard combo you can't do consistently is pointless since you'll never be able to do it in actual game
start small and start with really basic strings you can confirm consistently and then work your way up
@frigid estuary