If your goal is to "cultivate fear in the opponent", there's no reason to feel bad for wrong reads.
If you make the player say "Y A B E" and their life flashed before their eyes, that normally leads to a very particular adjustment.
However, you need to understand how your options pair up against your opponent's.
If my opponent is scared of Psychic Rising jH and Counterpoke j2K in neutral, what is their "twofer" that beats both, and what do I have that beats them hedging their bets against me?
For most characters, it's "dash FD > play reactively", or sometimes "airdash under jH, but go over j2K".
If I trust their judgement, and accommodate for fear, my counterplay is more clearly defined. Dash forward lights become very strong for me. Reactive play does as well.
Notice how I didn't say I actually landed jH or j2K. I only said they were mindful of them. Whiffs and failures count for something.
Is a player emboldened to repeat their actions when they succeed? Are they a "If it worked once, it'll work again?" kind of person?
Nothing feels better than hitting an opponent with this level of intent.
I made you too scared to jump or poke. I made you airdash in. I made you throw. I made you far.S.
I made you eat this tick throw. I made you play into 6P. I made you eat this cS. I made you get CH by j2K.
Even if some players can't explain this concept. Many high level players intrinsically understand it.
I remember the living room conversation in 2015 or so with @axefby, in front of our oversized CRT, that sparked this kind of understanding.
Statistically, far.S,2H xx Item Super is better than any kind of metered option I can find if I can't break wall. It might actually be good on block as well...
... Statistically speaking, of course.
Honestly, Faust lacking real options in neutral this might just be part of Plan A.
I started making a Faust tutorial, but got to "challenging forward movement" and gave up.
The problem with a proper tutorial is I feel obligated to put a large "But, this does no damage and you'll be obliterated for being incorrect... You might be better off doing nothing..."
But I also tested movement/more reactive plays and the situation isn't all that better.
@GUILTYGEAR_PR@ArcSystemWorksU GIGATWEET ABOUT NETPLAY INCOMING. Please RT and Like for Good User Experience and Interface in Multiplayer. This is as important as rollback. I'm sorry @Sajam but your work has only just begun. Warning: Tweet 1 of 18.
With regards to the dev talk: I wish they would talk about how their lobby design plays out in the west. Xrd Player Lobbies were the only functional way of keeping time-between-matches acceptable, and the only mode that offered accurate geographic filtering via lobby names. 2/18
Western players need more control over how they connect with players, and they need fast and broad connection metrics to do it. ArcSys lobbies are notorious for not doing enough in this area, bordering on non-functional and flooding players with inappropriate connections. 3/18