This channel needs more love. Top quality stuff on par with Core A Gaming
@AniVegMinMan5 жыл бұрын
god this channel rules
@renzokufc5 жыл бұрын
Knowing you opponent's and your options is something I recently started focusing at. It really helps me to not despair on certain situations, like [some] of the oki setups in DBFZ (not counting GT Goku) Good video!
@stylesheetra94114 жыл бұрын
I would love a fully reactable fg, where the winner is the one that after a long grinding can still have more mental and physical resource than the opponent and win For honor tried this and failed, it had flaw but I loved it at the beginning, so much mental pressure and stress made winning super enjoyable
@NaxipTV.4 жыл бұрын
I definitely can't react to something in 15 frames, I think my max is 18 or 19
@Nice_Boy_5554 жыл бұрын
Same
@joemogley10 ай бұрын
You're fine, most fighting games only design reactable moves at 20+ frames
@Hydro_2363 жыл бұрын
Very well-made video. I'm thinking of making a video on the same subject and I agree with a lot of things you said, like how good reactions strongly involve situational awareness but things like pressure can weaken your ability to react. You just got a new subscriber.
@katsutama4 жыл бұрын
Thanks for the interesting and helpful video with quality.
@raeretro13244 жыл бұрын
Thank you. I had problems blocking on defense on pad, but I took what you said and realised the only way he can get me is with a overhead, which most characters can't do in combos. The only way they can use overheads is if they jump and hit me. I can react to that by using 2H as a counter, reflecting, or if they try to dragon rush or grab me prepare to counter. Thanks
@knkn50492 жыл бұрын
but what time is optimal for telegraphing you? and should be all attacks possible to block?
@saikyouhero74925 жыл бұрын
It makes me wonder if things like walking and dashing forward and backwards counts as "moves" to consider in the list of things to react to, because I see a lot of movement in high level Tekken and Street Fighter matches
@amazighgamer1865 жыл бұрын
Yes in 2:53 there actually are 3 essential things to expect and react to., the 3rd one is actually a forward dash. There is also a 4th one which is a more advanced technique and it is to whiff a light punch or kick to fake a fireball to make you react to that fake fireball and punish you for that
@syrelian5 жыл бұрын
In a sense, but basic movement is kind of the baseline of "things to keep an eye on" that you build upon, its always possible for the enemy to move and gain advantage from it, so it shouldn't be thought about when narrowing because its a-given
@metalgeartrusty2 жыл бұрын
This is so clearly explained. This is the type of thing the fgc needs to be pushing everywhere. Even in the games. People spread misinformation about fighting games, saying they are not “hard”, that its some misconception. No. Its FOR the hardcore, thats the point. Obviously different games have different learning curves, but it takes a long time to get used to them. All shooting game reaction scenarios are similar, u have a rough idea where the enemy is, u take cover, see enemy, shoot enemy. Is it hard at high level? Yes. Do shooters require as much time as fighters to get used to? Hell no. The issue with fighting games is how unintuitive they are compared to other games in the market that are free. I think having recovery animations would help, showing players if a move is punishable on block would make beginner matches tighten up quickly. It would reward and encourage blocking, and push players to find offense without relying on punishable moves. Wat a recovery animation would look like is similar to wen u block a sweep in tekken. When it is blocked, u see how it hurts the person that swept. Even if a beginner doesnt punish it first try, they KNOW its supposed to be blocked and punished. Without having to look anything up, just by playing. THATS BUILDING INTUITION. Best part is developers can make the games however they want, as recovery animations dont change anything about the base gameplay. Built ingame visual aids. Color-coding, clear animations. So u learn while playing, and gimmicks only work rarely, wen u know ur opponents mental stack is fried
@mrosskne4 ай бұрын
he could also reach with spinning kick
@dustL00P5 жыл бұрын
Top quality every time
@rick24025 жыл бұрын
Great content as always. Thanks
@luizregis54004 жыл бұрын
hey can you make a video about the netcode situation in SFV? I love your videos
@pressbuttonwin4 жыл бұрын
The videos I like to make are pretty carefully edited/planned which makes it tough to address breaking news type topics like the SFV unofficial netcode patch. I usually use my blog for that purpose, so that's my plan here (for now, at least). I'm working on a post about the unofficial patch specifically (it should hopefully be up tomorrow). In the meantime, I made a post summarizing what I consider to be the best educational content out there about netcode: pressbuttonwin.com/i-wish-id-made-this-netcode-edition/ If you haven't already, I'd highly recommend reading Infil's article at very least for a good primer on the topic. Once I post about the patch, I'll let you know!
@pressbuttonwin4 жыл бұрын
Blog post on the SFV netcode situation: pressbuttonwin.com/street-fighter-v-unofficial-netcode-patch-thoughts/ Sorry it's not in video form, but at least it's something, haha.
@amazighgamer1865 жыл бұрын
Thanks for the video i want moooooooore of this
@maaramori34044 жыл бұрын
Damn, my best reaction stats are around 300 ms. Does this mean fighting games just aren't for me?
@pressbuttonwin4 жыл бұрын
I think that's a pretty solid number! What I used as the "normal" reaction time for the video is just an approximation, and depending on how you measure, you can get differing results. For example, I tested myself on my Chromebook using the touchpad and I was getting like 400 ms, but when I tested myself on my home PC with a wired mouse and low lag monitor, I averaged in the mid to low 200s. Bad hardware can negatively impact your results, which is part of why playing on a monitor or TV with a low latency gaming mode is really important. Also, 300 ms correlates to 18 frames, and things that are designed to be reacted to in fighting games are usually 20+ frames, so I think you're in good shape either way. Don't let that hold you back from playing and enjoying fighting games!