Just have a REASON for jumping. If you jump because "I felt like it" you gon get punsihed. Jump to counter the opponent's option, not just to jump for jumping's sake.
Just wanna let you know Brian, after watching your latest vids and following your “how to get out of bronze” guide, I got into Silver! Thanks man, keep up the great content!
I've never really understood why people think that getting knocked down and having to read and/or expend resources to get out of pressure is bad game design. IMO you should be in a bad situation when you lose neutral and get knocked down. Feels like a lot of folks just think about how bad it feels to be under pressure and not what decisions they made to get into that situation in the 1st place.
Because it's a rich getting richer situation. You are always more disadvantageous blocking, and if you aren't given a valid way out, then it's just a death spiral. You are already in a bad situation as you've lost health, position, and have less resources from a single bad interaction. "Don't be in a bad situation in the first place" doesn't actually address any issues or help anyone. What that attitude tells me is that I should just give up the round if I'm knocked downed or cornered first. Nobody wishes to be in a bad place as their goal, but as a pvp game, someone has to be losing. Losing position is inevitable and guaranteed and it has to be somewhat worthwhile to play or otherwise you would just encourage more rage quitting. Why would anyone play a game where you are guaranteed to be miserable?
@@HellecticMojo think about a real fight for a sec, if you are losing ofc its going to be harder to do anything, but if you find an opening or choose a good option you can turn that very same advantage they had on you back on them. Thats just the pace of the game an its no excuse to rage quit, your point on that actually confuses me.
@@i-sip game isn't real life. I'm saying that "you deserve the bad position and you should be punished to be in the bad position again" mentality ultimately leads to the point where a person logically has no reason to play if they are in a bad position once. Why go through the motion if the conclusion is obvious? It's the snowballing problem that plagues a lot of multiplayer games where losing once is a downward losing spiral, and it breeds early surrenders at best, rage quits at worst. Whole reason why recovery/comeback mechanics started cropping up is because developers realized that losing does not feel good but the game design requires that 50% of the players at any given time lose and not feel good.
keep it up Brian, this type of video is really amazing, I dont even need all of this but I enjoy your way of doing it! if Max is the biggest entry door to fighting game, you are truly becomin one too!!!!
Hey, Brian, did you see that one FGC translated video recently where Daigo talks about walking forward and throwing on wake up to punish shimmy attempts? Did you have any thoughts on that?
Question: as Bison, sometimes st.mp/cr.mp into psycho blast sometimes doesn't connect. After the punch, they do like a mini jump or something... The blast won't even hit their shield 😂🤷🏽♂️ y'all think they're jumping out? I played against a Cammy who spammed cr.mp... i probably could've won by jumping out.
I just late tech everything because I can't get higher than Silver and my opponents not knowing how to shimmy is the only thing even keeping me that high.
@@numa2k147 I get knocked down into Ultra Bronze a lot too at the moment. It feels like there's a really big skill gap where once you hit the top of Ultra Bronze, you suddenly start "actually playing the game" more and spend less time dealing with wakeup DP spamming Kens etc.
I can't tell you how much wake up jumps have netted me wins. My favorite is to wakup jump behind the opponent in the corner and make them wif an ex dp, then just dash up for the cc punish
I know this complaint I have is unique, I guess, but because I play Dhalsim I don’t think this works well for me due to my floaty jump. Actually after writing this, I’m starting to think maybe the drill off of a jump might help. I was thinking instant air teleport but that’s extremely unsafe. But I think the drill might help me. I might have to lab that.
Is it wrong to say that these options aren't "cool"? Like the defensive options that are shown here are strong and very useful, but they aren't as cool to do or see like IB or Burst in GG or BB?
Don’t be afraid of SUCCESS. I was down to my last $100 in my bank account and did I use it to buy food? Pay rent? NO! I INVESTED it and now I have $63.47.
these generally go for every FG. like in melty, the goal is to be one layer above them by conditioning them to think you are going to do one thing, then do the thing that counters the thing that counters the thing you previously did holding 1 or 4 or delay tech can also work defensively, another option is to ex shield reversal out of their meaty, or even ex guard to push them back more, there are more options than just wakeup reversal in neutral, mixing up where you are in the air can mess up the opponent as well like using your double jump, airdash, and air super jump.
Why does everyone say knock down is 50 50, you either block or grab. But can't you back dash, jump, jab, use an armor move. I'm new to the game but I dont understand why people say 50 50 because there's so many options you can do, also you can v reversal right? Also isn't knowing what ur opponent is going to do the essence of fighting game. The whole thing is confusing to me.
You're right. I suppose technically it's a misuse of the term 50-50. Often when people say 50-50 they just mean a mix-up situation in which you gotta guess right or your opponent will damage you with something, even if there are actually more than 2 options (50-50) in the mix. It's commonly understood use of the term. You might hear people say a 'True 50-50' which refers to when there really are only two outcomes. But these 'True 50-50' situations are fairly uncommon in SFV.
@@aaronstorey8620 idk im just beginner so all the terminology is confusing to me man. To me the whole game is a mix up. They either jump attack, use a projectile, walk up and throw or they use buttons so in my noob mind I just dont see why that isn't considered a mixup.
Passta the point I was making is that you’re saying something incorrect that’s pointed out by the video. You’re also likely comparing it to SFIV which was a much more defense oriented game. Again, talked about in the video.
@@maxpflughoeft6806 You’re mostly correct, but don’t mindless regurgitate what Brian was saying either. Our ignorant buddy Max over here didn’t say a word about SFIV, so purporting to read his mind about that isn’t gonna do you any favors. Besides that, this isn’t even an issue of mindset, he’s just ignoring basic facts. Defensive options, off the top of my head: invincible EX DP’s, throw-invul back dashes, V-reversals, certain defensive V-skills like parry and reflect, and throw-invul jumps, delay tech to cover both meaties and throws,or using reversals to get out of blockstun faster. And that’s not counting the more knowledge-based applications of offense to interrupt the opponent, such as cutting off stagger pressure with well-place lights, using moves that low or high crush to evade and attack at the same time, or filling up space with possibly buffered normals to check dash-happy opponents.
@@Sakaki98 You're correct, but I'm not just parroting brian, I am just agreeing with brain and pointing out that this comment is exactly what he was making fun of. You're correct that even Brian's video doesn't go into every option, because it focuses on jumpouts more specifically.
Smug has trained me never to jump tho. every time i even think of jumping i hear smugs vioce saying *WHY ARE YOU JUMPING FOR BOY?*
Just have a REASON for jumping. If you jump because "I felt like it" you gon get punsihed. Jump to counter the opponent's option, not just to jump for jumping's sake.
Just wanna let you know Brian, after watching your latest vids and following your “how to get out of bronze” guide, I got into Silver! Thanks man, keep up the great content!
you forgot about the rage quit os
Or dad locked out of the apartment OS
it feels good using raging demon to make opponent rage quit
But Brian! They told me to stop jumping!
@KingOfLegends23 Man I'm joking!
I've never really understood why people think that getting knocked down and having to read and/or expend resources to get out of pressure is bad game design. IMO you should be in a bad situation when you lose neutral and get knocked down. Feels like a lot of folks just think about how bad it feels to be under pressure and not what decisions they made to get into that situation in the 1st place.
Very good point.
But no. That's hard. :P
Because it's a rich getting richer situation. You are always more disadvantageous blocking, and if you aren't given a valid way out, then it's just a death spiral. You are already in a bad situation as you've lost health, position, and have less resources from a single bad interaction.
"Don't be in a bad situation in the first place" doesn't actually address any issues or help anyone. What that attitude tells me is that I should just give up the round if I'm knocked downed or cornered first. Nobody wishes to be in a bad place as their goal, but as a pvp game, someone has to be losing. Losing position is inevitable and guaranteed and it has to be somewhat worthwhile to play or otherwise you would just encourage more rage quitting. Why would anyone play a game where you are guaranteed to be miserable?
@@HellecticMojo think about a real fight for a sec, if you are losing ofc its going to be harder to do anything, but if you find an opening or choose a good option you can turn that very same advantage they had on you back on them. Thats just the pace of the game an its no excuse to rage quit, your point on that actually confuses me.
@@i-sip game isn't real life.
I'm saying that "you deserve the bad position and you should be punished to be in the bad position again" mentality ultimately leads to the point where a person logically has no reason to play if they are in a bad position once. Why go through the motion if the conclusion is obvious?
It's the snowballing problem that plagues a lot of multiplayer games where losing once is a downward losing spiral, and it breeds early surrenders at best, rage quits at worst.
Whole reason why recovery/comeback mechanics started cropping up is because developers realized that losing does not feel good but the game design requires that 50% of the players at any given time lose and not feel good.
Brian always bringing the heat
Do the stanky leg
keep it up Brian, this type of video is really amazing, I dont even need all of this but I enjoy your way of doing it! if Max is the biggest entry door to fighting game, you are truly becomin one too!!!!
7:28 “this is the answer to autopilot shimmy
me: *contemplates every shimmy I’ve ever attempted
@brian_f my man thank u for this. I felt like i hit a plateau and now i have something new to incorporate into my game play
I love the brain training music always when brian explains something.
Wonderful advice! Rational, detailed explanations. These videos are fantastic!
Hey, Brian, did you see that one FGC translated video recently where Daigo talks about walking forward and throwing on wake up to punish shimmy attempts? Did you have any thoughts on that?
Bro ever since i started watching brian ive been hearing the word shimmy more
Okay but what's with the elephant in the background Mr. _F
*guitar riffs _Mistah_ __F_
👀
just not time to address the "elephant in the room" yet
Would neutral jump apply in some of these "jump escape" situations or do you risk eating an anti-air?
Question: as Bison, sometimes st.mp/cr.mp into psycho blast sometimes doesn't connect. After the punch, they do like a mini jump or something... The blast won't even hit their shield 😂🤷🏽♂️ y'all think they're jumping out?
I played against a Cammy who spammed cr.mp... i probably could've won by jumping out.
I saw Samurai backdash in the corner and it worked in a cpt online tournament
I just late tech everything because I can't get higher than Silver and my opponents not knowing how to shimmy is the only thing even keeping me that high.
You made itvto Silver bruh GG, I always get knocked back down cause for some reason I can't Anti Air in certain games
@@numa2k147 I get knocked down into Ultra Bronze a lot too at the moment. It feels like there's a really big skill gap where once you hit the top of Ultra Bronze, you suddenly start "actually playing the game" more and spend less time dealing with wakeup DP spamming Kens etc.
In Tekken, use Snake Edge as a low keep out for dash in checks.
I dont normally play feng or bryan but when i do, I do snake edges at full screen range
I am a simp
Fight me, undocumented creature!!!!!!
stop mashing
Wake up dp bietch
Thanks Brian! Stay Safe!
5 people don't wanna stop auto piloting shimmy in the corner.
thanks for the helpful tips as always!
So after 5 years, NOW you talk about not being Pringles.
gdi Brian_F. Thanks lol.
this is some good shit. thank you!
Well, I play tekken now but I use backwards butterfly edges as Josie to stop pressure sometimes, am I doing it right?
I see Brian F video I hit like
I ALWAYS JUMP WHEN GETTING KNOCKED DOWN HAHA. I love this video
This is pretty good. Thanks
Excellent demonstration.
Wow, just thank you, really useful
But Brian, you forgot the #1 best defensive method!
Pulling the plug! Can't get hit if you quit!
me who uses analogue stick and always jumps by accident anyways: ah yes this strategic strategy is exactly what i was attempting to do
Brian with the hot lunch break content 👍
I suck so I just hold down-back and try to wait out the round.
I can't tell you how much wake up jumps have netted me wins. My favorite is to wakup jump behind the opponent in the corner and make them wif an ex dp, then just dash up for the cc punish
Thank you 💛💙
nice tips here
Brian upload?? Pog
I also like counter poking when I know my opponent wants to shimmy me or if I'm afraid of walk up throw
I know this complaint I have is unique, I guess, but because I play Dhalsim I don’t think this works well for me due to my floaty jump.
Actually after writing this, I’m starting to think maybe the drill off of a jump might help. I was thinking instant air teleport but that’s extremely unsafe. But I think the drill might help me. I might have to lab that.
Is it wrong to say that these options aren't "cool"? Like the defensive options that are shown here are strong and very useful, but they aren't as cool to do or see like IB or Burst in GG or BB?
You can easily react to a jump back with many characters
That neutral jump is a mk11 tactic through and through
That MVC2 network theme
Yeah, but none of this applies to me because I only fight smurfs :(
I kid, I kid.
I like deez lil educational videos ju hurd. Gud look’n
I hear trails in the sky music 👀
I use this on opponents who aren't ready to float combo in tekken
Honestly I think the defensive options are good enough.
My problems with defense is only on DB FighterZ
Don’t be afraid of SUCCESS. I was down to my last $100 in my bank account and did I use it to buy food? Pay rent? NO! I INVESTED it and now I have $63.47.
these generally go for every FG.
like in melty, the goal is to be one layer above them by conditioning them to think you are going to do one thing, then do the thing that counters the thing that counters the thing you previously did
holding 1 or 4 or delay tech can also work defensively, another option is to ex shield reversal out of their meaty, or even ex guard to push them back more, there are more options than just wakeup reversal
in neutral, mixing up where you are in the air can mess up the opponent as well like using your double jump, airdash, and air super jump.
So are bronze ranks... GOD LEVEL?!😨
Now you're thinking with portals
@@kaemonbonet4931 😅❓
Can you make a video about defending against Seth in the corner? Especially the post throw situation in the corner?
Why does everyone say knock down is 50 50, you either block or grab. But can't you back dash, jump, jab, use an armor move. I'm new to the game but I dont understand why people say 50 50 because there's so many options you can do, also you can v reversal right? Also isn't knowing what ur opponent is going to do the essence of fighting game. The whole thing is confusing to me.
You're right. I suppose technically it's a misuse of the term 50-50. Often when people say 50-50 they just mean a mix-up situation in which you gotta guess right or your opponent will damage you with something, even if there are actually more than 2 options (50-50) in the mix. It's commonly understood use of the term. You might hear people say a 'True 50-50' which refers to when there really are only two outcomes. But these 'True 50-50' situations are fairly uncommon in SFV.
@@aaronstorey8620 by that definition wouldnt the whole whole game be 50 50 lol. You have to guess or you take damage
@@jsingh98 Haha True. Generally people mean a mix-up situation though, was my point. (50-50 = mix-up.) From my experience at least.
@@aaronstorey8620 idk im just beginner so all the terminology is confusing to me man. To me the whole game is a mix up. They either jump attack, use a projectile, walk up and throw or they use buttons so in my noob mind I just dont see why that isn't considered a mixup.
@@aaronstorey8620 unless the game allows you to do shield/throw tech os
Wakeup sweep
Yeah it annoys me how people praise sfiv cause you could backdash out of everything.
obviously all you can do when being pressured is press the Ps4 home button so the stream cant see you getting slaughtered.
Defensive options in sfv:
Holding back
Praying and mashing buttons
lmao he literally called out that mindset in the video
@@maxpflughoeft6806 im not saying its a bad game its just really offense dominated
Passta the point I was making is that you’re saying something incorrect that’s pointed out by the video. You’re also likely comparing it to SFIV which was a much more defense oriented game. Again, talked about in the video.
@@maxpflughoeft6806
You’re mostly correct, but don’t mindless regurgitate what Brian was saying either. Our ignorant buddy Max over here didn’t say a word about SFIV, so purporting to read his mind about that isn’t gonna do you any favors.
Besides that, this isn’t even an issue of mindset, he’s just ignoring basic facts. Defensive options, off the top of my head: invincible EX DP’s, throw-invul back dashes, V-reversals, certain defensive V-skills like parry and reflect, and throw-invul jumps, delay tech to cover both meaties and throws,or using reversals to get out of blockstun faster.
And that’s not counting the more knowledge-based applications of offense to interrupt the opponent, such as cutting off stagger pressure with well-place lights, using moves that low or high crush to evade and attack at the same time, or filling up space with possibly buffered normals to check dash-happy opponents.
@@Sakaki98 You're correct, but I'm not just parroting brian, I am just agreeing with brain and pointing out that this comment is exactly what he was making fun of. You're correct that even Brian's video doesn't go into every option, because it focuses on jumpouts more specifically.