In my opinion, combo trials are not something you should start with. Fighting games differ from other genres because of the situational nature of everything. The amount of time spent in my opinion does not equal the challenge to get good enough, but rather the dedication of players who already understand the game to the point that they desire to push it and/or themselves to make an achievement. Fighting games are in a tough position because a new player will always see the genre as a purely mechanical, combo-based experience and will go into combo trials or turn into lab rats thinking they went into the Hyperbolic Time Chamber, when what they should be doing is watch how the game is played properly first, learn a bread and butter combo, and not touch single-player modes until they feel comfortable with the controls. Fighting games should provide guidance for the base mechanics and delve deeper with combos, but at the same time, I believe the games should tell or warn you to play the game first before grinding combos. Besides that, this genre also has it rough because it involves you fighting a second player, and skill is not the only factor: it's knowledge, as well as the ability to read your opponent. Competitive games or game modes are not popular because as much as developers want to sell you the idea that you can become the world's best, it requires a lot of dedication which you either don't have or are afraid to put into just to lose anyway. Again, while a new player is thinking about what their next move is, their opponent, if advanced enough, is instead basing their decisions on what the former player is doing and what the good player predicts the newbie will do. Speedrunning, high score runs and other competitive single-player games are played much more because you aren't put face to face with another opponent directly, and instead you just see leaderboards and can base your gameplay on what top players do until you are good enough to develop your own strategies. It's more comfortable, and ego depletion is nowhere near as bad as in PvP games.
@3_14pie5 күн бұрын
everybody gansta till you have to charge up forward
@3_14pie5 күн бұрын
congratulations, you got over 15 minutes in a video about negative edge without mentioning zato
@3_14pie5 күн бұрын
planning around rng and improvising is a skill as well
@TheBigshot19878 күн бұрын
I am so glad I saw this before I started playing strive for the first time
@carloslp14318 күн бұрын
I was born in Mexico, where many kids grow up enjoying different ways to play video games. Not everyone has access to consoles like the PlayStation or Xbox, so a popular option is visiting places with arcade machines, known as 'maquinitas.' These spots often feature games like King of Fighters. The competition was intense, and many of us would go there to test our skills and see who was the best. These places became hangout spots for a lot of people and offered a fun alternative for those who didn’t have access to home consoles
@RonDoncombe11 күн бұрын
Am I dumb I'm not somebody who plays fighting games and the first fighting game I'm trying to learn is soku am I cooked
@rock7059911 күн бұрын
0:36 Nice sifu tutorial video,Qmanchu 🤭🤭🤭 I mean Aki tutourial video 😁
@zanmaru13913 күн бұрын
Normalize. Your. Audio. Volume.
@ryszakowy16 күн бұрын
it was worse in mortal kombat armageddon 64 fighters each with 4 special moves so normal design would be the same combo and moves put to combination separated by type yes? 1.projectile 2.charge 3.stun 4.specific to character well no they not only change actual combination of buttons between moves they change their list position
@tang62016 күн бұрын
The coolest thing I've done like this is with Terry's power geyser after rising tackle in KOF15, which in order to combo after you have to do a 6214123P-6P. You had to be precise on the 3 for the dp cause if you did it fully, it would give you power geyser with no DP, but if you did it too slow, it gave you DP with no geyser
@cesurtheguy380722 күн бұрын
Soku video would be sick
@dj_koen126522 күн бұрын
I think the only time i got something useful out of a combo trial was when i was doing one of the beginner combos for linne and realized “oh, 2c floats on hit” and made a mental note of that
@S_t4rDuS723 күн бұрын
10:36 IM HAVING COLD VISSIONSSSSS
@Salmon_Lamb024 күн бұрын
Little kid me used to think combo trials were like, the gospel. I clear some, skip others, feel satisfied when I do the former, get frustrated when I do the latter, and end up doing none of those combos in real matches. Then I grow up and play a game without combo trials, therefore I have to look the combos up. That’s when I realized that combos are much more nuanced than just following a list of links. Just because you can link something together doesn’t mean that it’s practical, but you also don’t have to follow something perfectly by improvising and making simpler combos. Most of the time, you won’t be doing optimals, but you’re also not teaching yourself bad fundamentals. That’s why now when I do combo trials, I just do it to get a little feel for a character and see if they can do cool stuff.
@LoneRatatouille25 күн бұрын
Learning styles have been debunked more them 5 years ago
@qmanchu17 күн бұрын
I swear so many people hear me say that and then turn the video off. I mention it's debunked like 30 seconds later. The whole point is to realize that combo trials are based off outdated philosophy
@ko-yoshi26 күн бұрын
Oh … I never learned that 360 short cut😅! thank you!
@KlineFGC28 күн бұрын
That 360 shortcut input seems really fun to execute... I might need to pick up KoF on the steam sale. Lol
@3_14pie29 күн бұрын
maybe they'll fix her hair one day
@mrcosmos6986Ай бұрын
WAAAAN VEEESHIUUUN 🗣
@CompressionPoliceАй бұрын
Trackmania can get technical just because the players have exploited the physics and used glitches. I'd like it more if that wasn't the case.
@isyf1523Ай бұрын
As someone who is currently learning how to play Sin in GGST, I feel like the optimal way for me to keep learning is just to keep trying to combo anything that seems that would work, and then if it does, practice it until it comes out naturally on matchups. Also, learning while fighting is a really good option too, depending on the situation, some combo finisher hits may or not hit depending if the starting move was a few inches away from the opponent, so I just prevent that by doing safer options that actually secure the wallbreak to land. (If we imagine training mode like a guy fighting against a sandbag, the moment that sandbag becomes a real person and starts dodging the punches, it will all go to hell if the guy didn't know that was a possibility).
@ViviBuchlawАй бұрын
I think you need to consider that, if put into a non fighting game, say a first person shooter, people would riot and not want to play the game. Smash Bros, Granblue, etc show that inputs only make up a fraction of the fun of the game, and a game that fails without them is a bad game
@qmanchu27 күн бұрын
I don't why I'd consider non fighting games when the discussion is about fighting games and what makes them special. almost all smash games aside from Brawl have movement to experiment with. Wave dashes in Melee, perfect pivots in Sm4sh, and even things like B reverses. A great game has depth somewhere for the players to build their skills upon. It doesn't have to be motion inputs, thats true. But i think it's strange to argue that we should do away with them entirely (not saying that's what you're implying, just why I made the video)
@goodluck4037Ай бұрын
nah. if you cant afford it, fuck it dont play it. Youre not entitled to play games and it shouldnt just be made cheaper for you because you live in a shit hole country.
@hallo-mt5txАй бұрын
i played some fighting games and realized that this is my main issue with the genre, they just dont teach you how to play at all if your game requires people to look up how to even learn how to learn how to play your game on some website, you failed as a developer ill probably never touch these games again until they figure that out
@jamiemoll4128Ай бұрын
KOF rocks! I'm from the States and I thought Fatal Fury was the best anime/ video game. But no KOF until I played the beast called Capcom VS. SNK 2! Bought for team Fatal Fury dog! And Street Fighter was the real shit at this point.
@frostyaodАй бұрын
Furries hearing “zonk punch” and getting activated like sleeper agents
@BT_StarBoyАй бұрын
Guilty Gear Roman Cancel is a key to player expression
@benjimiguel17Ай бұрын
considering Reina (tekken) has 140 something moves and only 11 combo trials, i already know somethings wrong
@mrpinguimninjaАй бұрын
Imo, combo trials have at least the advantage of helping you improve your execution, understand cancel windows and pick-up some quick hit confirms which you can then apply in match (for instance, learning Johnny's 2H has a 214P follow up and that can be followed up by Joker Trick - the combo is not optimal by any means, but it's functional).
@ParkerRatАй бұрын
I'm brand new to these types of games. We're talking like, a week in now. Maybe. (Long comment, sorry) I've had other experiences with fighting games growing up. But those were when my friends who were familiar with them asked me to play. Then instead of teaching me anything, just ended up using me like a training dummy. As a result, I've had a pretty bad opinion of these games over the years. Now, I'm trying to put that aside. Though, playing Strive with other friends has taught me that lacking the previous fighting game know-how is pretty detrimental when learning one these days. It takes a lot of time. The big thing I'm getting at here is that I'm learning. But I didn't really realize that I wasn't actually learning. I can remember a whole command list, I can remember what certain moves do, I can even display that knowledge by inventing my own combos. But I just don't know what I'm doing in the slightest. And I didn't realize that until watching this video. The whole reason is because I am not involved. That right there is such a huge part of learning these games. I never learned growing up because I was always dunked on even if I asked to learn. I don't learn now because I only really play with friends who know the genre already. They know what is an isn't punishable. They're used to the inputs, they are familiar with the mechanics. I'm not, and things like Strive's mission and even arcade mode to some degree will help me get there. I really appreciate the steps Strive has taken to ensuring that I learn and don't just remember. I'm happy to finally have found a fighting game that actually suits me in some way. I'm saving this video to show anyone I might know who wants to get into fighting games. (After they've already taken a dip in the genre for a little bit.) It really helped me to realize what I was lacking in my attempts to understand the medium.
@gyrozeppeli4862Ай бұрын
Personally, I just go up against the highest rank players I can find and grind until I learn to play. It's horrible
@Camothor10Ай бұрын
Good ass video bruh
@hamidrezaazizijavan3762Ай бұрын
Oppai
@WendyoftheflowersАй бұрын
I just go into training mode, story mode, and vs computer player and just mess around with different button combos until I figure things out.
@WendyoftheflowersАй бұрын
Also as someone trying to get more into fighting games I'm glad Guilty Gear is the one that helps the most, I plan on getting it soon. I've been struggling with Skullgirls lol
@bijibadnessАй бұрын
the fundamentals of movement and throws and specials are so much more crucial when you're just starting out. combo trials are usually terribly difficult, too, so I can absolutely see a lot of brand news saying "You know what? Screw you game, I'm going home" and hitting Uninstall. for real, the best thing I can suggest is you just play the CPU and see if you're even into the game at all. no two fighting games move alike. even the ones trying to copy the others. work your way up the difficulty settings. I really like Mortal Kombat's towers. just mash stuff until you find success. if you're having a lot of fun, keep going. combos are actually really advanced stuff. a combo trial is one thing. using what you learned in that trial in-game with an opponent? especially a human one? forget. start combos when you're much more than comfortable with the game. SF6 is my first fighting game ever. I'm starting combos now around hour 100.
@DanBanan69Ай бұрын
Making the games more accessible is good, I hope it recruits more players. However, the mental game of fighting games, where you have to battle your own emotions, lower your ego and improve yourself in order to stop losing to all kinds of nonsense, is a bigger barrier for people than simply the inputs or the tutorial system. Something about this aspect makes me think that fighting games will never be mainstream. There's no team, there are no excuses. You lost, you gotta suck it up and hit the replays and training mode. Many people will just never vibe with this.
@lookalike48052 ай бұрын
You Didnt Actually Explain Why Its Needed. 😐 I feel like Ive been Ripped Off.
@qmanchuАй бұрын
I'd normally leave a comment like this alone but I'm curious. There's 2 things here, it's a multi part series explaining multiple reasons why we still need them so maybe this just wasn't the answer you were looking for. Secondly, the reason was that without motion inputs, these kinds of puzzles on how to do certain things don't exist. You NEED motion inputs to have this type of creative expression. Hope that helps
@iliakatster2 ай бұрын
Status effects video with no mention of Persona 4 Arena or Guilty Gear XX Baiken? Sadge
@iliakatster2 ай бұрын
Honestly lab coats debuffs would have worked if it was on a hard to land super or making it lvl 3. Just something so it wasn't going off multiple times a game