The HARDEST SKILL to learn in fighting games.
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- Опубликовано: 7 фев 2025
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This video talks about various defensive mechanics in fighting games.
Brawlhalla is a free-to-play 2D platformer fighting game developed by Blue Mammoth Games and Ubisoft for Nintendo Switch, Xbox Series X|S, Xbox One, PS5, PS4, Steam, iOS, and Android, with full cross-play across all platforms. It also has some of the most satisfying combo mechanics of any fighting game I've played, because doing successful low damage to kill combos is extremely hard. You have to either 100% know where your opponent is going or just make up some wacky play and hope for the best. It makes the kills all the more exciting. Brawlhalla has reached OVER 1 million in esports prize pools this year and over 50 million online players in total.
Guilty Gear Strive is a fighting video game developed and published by Arc System Works. It is the seventh mainline installment of the Guilty Gear series and the 25th overall. The game was released worldwide on June 11, 2021. It uses Unreal Engine 4. Intended as a "complete reconstruction of the franchise", Guilty Gear Strive retains the core essence of the series but revamps many features and mechanics, except for the removal of the series’ signature mechanic, the Instant Kill. It introduces the "Wall Break" feature, which allows for stage transitions when a combo is initiated in the corner of the arena. Guilty Gear Strive was released for the PlayStation 4, PlayStation 5, and Microsoft Windows on June 11, 2021. It was also distributed via Sega to Japanese arcades on July 29, 2021. "Limited Edition" and "Ultimate Edition" editions were made available for pre-order; console players who get the latter received early access to the full game on June 8, 2021. The cross-platform play was only supported between the PlayStation 4 and PlayStation 5 versions at launch. Cross-play with the Windows version is set to be added as an update alongside Season Pass 2. Ver. 1.05 added Korean voices, marking the 3rd game in the franchise to have a Korean dub, alongside Guilty Gear X Plus and Guilty Gear X2 #Reload.
Super Smash Bros. Brawl (大乱闘スマッシュブラザーズX, Great Fray Smash Brothers X), often shortened to "SSBB" or "Brawl" (スマブラX), is the third installment in the Super Smash Bros. series published by Nintendo. The game was designed by Masahiro Sakurai, who also created the two preceding Super Smash Bros. games, and was developed by an ad hoc development team consisting of Sora, Game Arts, and staff from other developers, beginning in October 2005. The game was released on January 31st, 2008 in Japan, March 9th, 2008 in North America, June 26th, 2008 in Australia, and June 27th, 2008 in Europe. Up to four players can engage in local multiplayer battles at any given time with any combination of controllers, while Brawl also supported online play through the Nintendo Wi-Fi Connection, the first game in the series to do so. While Brawl continues to include the tournament-like "Classic" and "All-Star" single-player modes, Melee’s Adventure Mode has been replaced with The Subspace Emissary; a much more extensive side-scrolling beat-'em-up mode featuring both the playable characters and many enemies specifically created for the game.
Tekken 7 (鉄拳7) is a fighting game developed and published by Bandai Namco Entertainment. It is the seventh main and ninth overall installment in the Tekken series. Tekken 7 was released to arcades in March 2015. An updated arcade version, Tekken 7: Fated Retribution, was released in July 2016, and features expanded content including new stages, costumes, items and characters. The home versions released for PlayStation 4, Xbox One and Microsoft Windows in June 2017 were based on Fated Retribution. Set shortly after the events of Tekken 6, the plot focuses on the events leading up to the final battle between martial artist Heihachi Mishima and his son, Kazuya. Tekken 7 introduces several new elements to the fighting system such as Rage Arts and the Power Crush mechanic, making the game more beginner friendly than previous iterations in the series. Tekken 7 was a critical and commercial success, selling over 9 million copies as of June 2022. A sequel, Tekken 8, is in development.
Street Fighter V is a fighting game developed by Capcom and Dimps and published by Capcom for the PlayStation 4 and Microsoft Windows in 2016. Similar to the previous games in the Street Fighter series, Street Fighter V features a side-scrolling fighting gameplay system. The game also introduces the "V-Gauge" which builds as the player receives attacks and adds three new skills.
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3:31 I was editing this video late and didn't even realized I used the wrong clip. Yes dust is an overhead not unblockable lmao, hopefully my point still got across.
Time travel tutorial when
Sorry, I have a $100 discount on hello fresh, and I can't use the two together. To get more value out of the 70% discount I'd have to pay for at least 4 people, 5 recipes per week, which seems excessive.
@@mawillix2018 It's all good, no worries
Also at 7:13 you show a crazy ass TK Axl Bomber and that one isn't a reversal/dragon punch either
which makes the clip even funnier honestly
music list?
General defence tip: after you get knocked down, blocking is ALWAYS the safest option. When fighting a new opponent, I would always use this as your first 2-3 options on wakeup. This lets you see what kind of blockstrings they do, how often they go for a grab, if they know a safe jump, etc.. Getting hit by a grab is ALWAYS less damage than a full counter hit combo, which is why "take the throw" is such a popular saying. Once you have established where the opponent will try a mixup, reset pressure, etc, you can plan a way to counter it. I prefer using an invincible reversal at these times because it simplifies defence to two things: block or reversal. Add in a fast button you can potentially mash to hit them out of gaps in their pressure and you have a good defensive gameplan. Just remember to play it safe until you get the download.
Ken mains will ignore it
Nice tip
dragon ball fighterz would like to have a word with you...
Unless you’re playing against a grappler, then they might delete half your health to outright kill you with meter
Uuuh, really depends on the game... I'd like you to apply that take the throw mentality on DBFZ skullgirls or melty lol
The Matt scene Makes you actually understand that after that defeat, he decided to hang up the boxing gloves to become a Chambara Champion…an this definitely hits different
Bro looked like he got paralyzed
Editing quality of this channel very underrated tbh
I appreciate that!
Wake up dragon punch is the heart of french fighting game culture, we call it a "pif" wich is a term used to talk about the nose. That attack is called a "pif" because we have an expression wich litteraly translate to "with the nose" meaning trying something randomly, like throwing shit to a wall to see wich ones stick to it.
Funnily enough, I actually like playing defense, even when I'm not exactly playing zoners. I don't have great combo execution for most games, so being able to block the opponent's entire onslaught is a satisfying enough replacement 😅
I am your exact opposite. I have like negative defence except for the odd counter but my offensive pressure and combos are insane
@@almontemcclendon661I'm the same as both of you, I have weak defense; Go full offense but still drops combos
I'm a misinputing machine
I feel you on that one. All my friends find it frustrating to play me because I just play defense and only hit with simple combos.
I think understanding the risk-reward for each of your defensive options is key to mastering defense.
Should I delay-tech on wakeup?
If you hold block on wakeup, you're susceptible to being thrown. If you immediately tech on wakeup, you're susceptible to being hit with a meaty. In SFV, you can block the first few frames and then press throw to defend against both options.
The payoff is damage mitigation and resetting the situation back to neutral. This can help prevent you from being throw looped in the corner, or slow down their push to the corner, or save your life if you're one hit/throw away from death.
However, this opens you up to being shimmy'd - the opponent can expect you to delay tech and whiff punish your attempt for massive damage. If they have full resources, delay-tech can become a fatal defensive option if unsuccessful.
It takes an understanding of positioning, resources, player momentum, objectives and win conditions.
TL;DR -- Always wakeup DP
There’s also the counter type of parry, where if they hit your counter you take no damage and instead hit them, it feels great whenever you use a counter to successfully get out of a disadvantageous situation, like your checking your opponent predictable and telling them to stop pressing buttons.
The only characters you'll see me wake up DP against 110% of the time is rushdown/grappler characters. I'm just not ready to hold that bro
MK11 breakaway mechanic seems very similar to the burst mechanic, but instead of throw your opponent away and restart the neutral game you just fall to the ground immediatly, making the opponent still have the pression. Technically it's a very interresting mechanic but in some situations you can punish your opponent in the middle of his combo.
Mk11s breakaway is a garbage mechanic imo. Since it allows you to just interrupt their own combo get a bit and start your own. Unlike burst where burst really only resets that rounds momentum while in mk11 it just switches the momentum to the defense side.
All your transitions are just so smooth and well worked in
Thanks!
Yes, proper defense and movement/positioning is a barrier between low/mid to Higher level gameplay.... This is YET ANOTHER way in which modern devs have made the games "more accessible" to beginners/new gens, by limiting defensive options (See SFV and other games that came out after it specially) so that even the higher level players are as vulnerable as the rest ... and instead encouraging offense (not to mentiond that pressure and offense among characters has become more and more homogenus in modern games, because having multiple options "makes the games hard") which is easier than defending...
Great games have a versatile system in which the defensive options can turn the tied and become offensive if properly used, just like SF3 parry as mentioned (Guilty Gear had blitz, perfect blocking changed frame data too... but all of that is "too hard" so the game was made "accessible" for Strive players), Garou perfect block, tekken's evasion/side step, KOF roll cancel and others, which in the end BREEDs players actual interactions
in the end the DP always wins
unless you whiff and then icarus from ggxrd starts playing in the background as your life flashes before your eyes
The clip at the end is just exactly me and the friend that got me into strive when we play that matchup. "They'll never expect the 15th DP!"
I think that for me personally the hardest skill is decision making, because choosing when to do what can be hard without experience
True, sometimes you're basically guessing what to do next.
Now me personally, I am a master of the wake-up DP with characters like Akuma and Ken. If only I had that when I matched up against you in Brawlhalla Ranked, haha.
As always, this was a beautifully made video, and you're quickly becoming one of my favorite RUclipsrs to watch for fighting game content, and in general. I can't think of a single defensive option that you did not cover, to include armor breaks, parrying, and even the unique system that Brawlhalla has.
Absolutely love this content, man. Please keep up the good work!!
Thank you so much! GGs its always fun running into you in ranked.
i think the only really hard part about defense in fighting games is getting out of it and starting your offence, which gets even harder when you are like me and can't your commands right lol.
Thanks a lot for bringing out such amazing and educational content. We need a whole series on this
0:08 *RIP KING* 👑🤴🏾😭🪦
def surprised you didnt mention the shield in mbtl, since its kind of a unique parry. you can hold it out, but it leaves you open on high/low depends on if your low shield. also the fact you only have 4 followups after a parry: launcher, teleport behind, dashing attack and standing in place.
the shield mind games are super fun
I felt that Killer Instinct’s Combo Breaker should have gotten a mention.
Man, the quality of these videos is getting insanely good
Glad you like them!
Soulcalibur I, III, and IV's Guard Impacts (Repels AND Parries) were the best defensive mechanic.
If you don't believe that defense can be cool... just remember that moment 37 exists.
exactly
5:16 Is nobody questioning skull knight modded in tekken 7 ? Is that what he does when guts isn’t endangering himself or running after apostles and/or griffith ?
Tekken players rubbing their hands together seeing another video telling FG newbies to hold down back lmao. Also love the use of Inscryption music to highlight the forbidden nature of wakeup DP at the end.
Why did that first part with Matt hit different...
It's hard to see one of the greats fall
@@typhoonbh 😔
Gotta give a shoutout to directional influence (DI) from smash games. Smash probably has the most active gameplay for the defender who is getting comboed. Once the combo starts in most fighting games, the only counterplay is burst or nothing whatsoever.
Great video once again. Your channel definitely deserves more growth and recognition. Keep up the great work!
Much appreciated!
3:12 I have an Idea to make it less like a line if you doge in any direction and attack you do a Sidestep which beats dodges and makes you return to you're neutral position after the attack ends, but if you're Opponent didn't dodge will you sidestep atacked him he won't get attacked by you're hit, but he can attack you making you open to being punished.
I don't know if it will turn the rps line into a Triangle, but it seems like a very unique way to beat a Defense Option for a Platform Fighter
I love the editing, especially at 1:24 👌
That came from the video in the corner of that part
Defense is one of the first things i usually think about when i start playing fgs. I am usually a very passive player, even when i play aggressive characters, so i get pushed into defensive situations very often. My general tip is: if you don't know your opponent, blocking is very safe and useful
Yep, blocking is your best bet 90% if the time
Di and sdi in melee that's a hard defense mechanic
I had to learn blocking and defense first since my main friend has been playing Rushdown mixup characters for around a decade and I just started around GGST....he now hates that I can just sit there and wait for him.
1:23 Cool!
"Teching" might be a technique to consider.
Basically, with good timing, you can break your fall from a softer knockdown.
Some (if not many) platform fighters have a rule where you can break your fall on just about any wall or surface if you tech (though it might be different for some games). This can drastically improve your survivability but it's tough to master.
This is the quality content im subbed for thanks!
Thanks for the sub!
“I’m not gonna play the whole clip” proceeds to play the whole clip😂
Theres parry, BUT, theres a scroll out there, hidden in a dark cave, that tells the legend of the forbidden defense, for being too powerful.
Its only problem is that no ones good enough to master it: stop mashi-, i mean, red parry....yeah
Did I hear a sigh after 'dashing backwards'? If so, that's how I feel too.
7:37 He is not one of us. This man has abandoned his pride.
One of my favorite defensive mechanics to come out of the past decade is reflect in dragonball fighterz. It's a great evolution of the push block from marvel
The dragon punch clan is the rival of the super armor command grab clan, and their battles are legendary. Or at least would be if they weren't busy punching zoners for the millionth time today.
This is an awesome video man, I'll try and apply some of this in games since my blocking is trash xD Thanks!
You forgot to mention the best defensive mechanic of all: Alt + F4 during a block string
true
Alt f4 the moment you fail the blockstring*
Always feel like Soul Calibur had really fun defensives. Ducking highs or jumping lows can lead to full combos, giving added value to mids. Sidestep can let you dodge verticals but can get punished by horizontals. Guard impact works as the parry equivalent but always leaves enough room for your opponent to counter guard impact, making it an advantage but not one without counter-play. Reversal edge gets a little maligned as the “noob” trap but it has counter-play too. Auto-counters are also a super flashy way to use certain kits, and there’s nothing more hype than someone auto-countering a super.
Some games have an attack reversal or chicken mechanic where if you time the enemy attack with the counter you deal damage back. Counters and reversals are different however depending on the game, smash being an example. Shotos have wake up shoryu in basically every game they're in whether it be smash or even Tekken but there's also something most fighting games don't have.
Chickens, which is essentially a reverse of the reversal. This basically changes the effects of the counter so it's more advantageous to the aggressor. You might deal more damage back, or get put in a more favourable position.
Reflecting and absorbing also counts too although these are mainly for projectiles.
Everybody's DP gangster untill Leo starts DPing too
real
dude ur content quality is insane keep up the good work
Glad you enjoy it!
I do not DP as often as I should in comparison to a lot of people but it has taught me how to block or jump out of certain moves which makes me really dangerous on defense if I do remember that DP does exist.
That was unironically a great intro
You need to mention all kinds of delayed options. It makes the offense and defense much more complex and fun.
You’re right, I mentioned them in my new video.
@@typhoonbh I cannot find them. I mean options like delay-tech, delay-jab, shimmy etc.. It'd cool if you can introduce these concepts to newer players.
@@Nnieski Ahh I see what you mean. I could have went deeper into that but i kept it simple (at least for now) since my content is geared towards casual players
I feel if you never played a fighting game you should be made to watch this video.
I mean maybe not this video since I don't go into specifics but yeah these types of vids help
7:07 Did I hear Inscryption? Banger game btw. Also banger video.
Yes it was inscryption. I love the game’s sound design. Thanks for watching!
new players always smash buttons but defensive options should be the default move whenever you're not inputting a strong.
the advantage of wake up dp is that its so dumb that no one thinks your gonna use it and instead they try to oki
Personally, the hardest skill to learn is movement. Especially on titles that are a bit goofy. Ima watch the video to see if I change my opinion
Well movement is apart of the video, and it is hard to learn.
Good job mentioning the sword catch in ss2 but jubei actually had a sp parry and could only be used while holding sword and only against weapon attacks and I believe it was more so the inspiration for parry in later games if at all
You forgot the most important defensive option: ToD-ing your opponent before they can even throw a punch.
real
Thought melee's infamous wave dash and dash dance would've been covered as those are 2 unique defensive mechanics specific to it.
dash dancing is also something brawlhalla has so I assumed it was a universal platformer mechanic
As a DBFZ player this is definitely helpful along with learning how to tech dragon rushes.
your helping people learn this basic skill defense!, maybe they deserve it.
I love high score girl. I wish you played the audio clip of it explaining guile turtling
parrying is so cool i wish all fighting games had it. thats mainly why i love ultrakill, even though it isnt even a fighting game
even in Tekken 7 I still struggle to block low attacks, I really need to learn how to do it more consistently so I don't get to lose a lot to my friends that actually know how rarely I would block low attacks
7:08 LETS GOOOOO! WAKE UP DP SUPREMACY!!!!
Or just mash pokes and pray it stop your enemy you can add an overhead spichal move to add salt to injury
Thats the true dark side of defense
Also in alot of games delaying a wake up is a good defensive style and there's more options for wakups and theres also hyper armor to attacks and stances if you're the crazy guy who's going to learn a 7 stances character and both buffs an debuffs to character and putting traps
4:20 and here i was doing it just because my character doesn't walk back like that.
*”Defense is a good offense.”*
I hate when games don’t have much defensive options and focus more on aggression, yeah it’s cool to destroy your opponent but it’s cooler if the opponent comeback or retaliate to punish you. It’s two players fighting not one player beating a player and watching their character die.
part of me innately tends towards slow, defensive play. and then part of it developed as something I loved in starcraft 1+2 as a viewer and player. so now in fighting games, where again I try to learn everything I do find myself with a stronger tendency to hold back, corner myself, be generally more defensive than most of my opponents. It doesn't mean I'm good at it per se, altho I do get a lot of practice at it. But what's been harder for me to drill and keep up on is pressure, not just falling back. without that you will get broken apart, of course, because fighting games don't work like starcraft! lol.
Good video as usual!
There is one more which doesnt work in every game but its worth to mention. The wake-up super
Quick note for the Axl players
He showed Axl Bomber for the DP section *do not do this* Axl bomber is cool but it has no invinciblity, at least in Strive
*don’t listen to him*
sincerely,
a Potemkin player
“If you have the meter, it has to be EX”. No truer words said.
You forgot the beast one
The teleport from behind like the old DBZ and storm that shit is broken asf lol
TYPHOON GOT A SPONSOR WHAT AND MY MAN STILL WITH THE BRAWLHALLA REFERENCES
Is there a reason you didnt explain the wake up dragon punch? Suppose it was just for a joke?
It was for the joke but also to me, wake up DP is mostly self explanatory, it's used as a strong "get off me" option but can be very predictable when used often, a lot of newer players have this problem.
Wake Up DP is actual tech, but the problem is that you need to be smart with it. Its essentially like bursting but its infamous because its basically the most aggressive monke thing you can do in most fighting games. You either smart or monke
1:08
Project : Kaiju would like to differ
Bonus points for the use of Inscryption music
Up B out of shield is the wakeup DP of Smash Bros
Jut found your channel, and glad I did, excellent content
Not realated to the video, but have you tried Yomi Hustle? It's like a regular fighting game but time stops and you can choose moves and you can adjust everything, even di at really specific angles. It's kind of like tool assisted, but as a mechanic, you should check it out
The next video talks a bit about it
No, I think imma wake up super early
Wake up DP? Nah, wake up Potemkin Buster.
Forgot 2L the most optimal defensive option (=_=;)
3:29 dusts can be blocked though u just need to stand block
Yeah I was the wrong clip, pinned comment
EDIT: Just read your pinned comment, sorry I missed that! Editing mistakes be like that.
Some criticism for your editing - do your best to make the visuals on screen match with what you're currently saying in the script, or at least not suggest something that's false.
I noticed that at 3:30, you were talking about "moves where dodging is your only option, such as unblockables," but edited in footage of 5D from GGST, which neither requires dodging (can be blocked overhead) nor is it unblockable (it's a strike).
You did it again at 7:10, where the script talked about "wakeup DPs" but the visual at 7:12 showed neither a DP nor wakeup option. Axl Bomber isn't a DP (and doesn't even use DP directional inputs anymore as of several months ago) and Axl wasn't in a knockdown.
It's been fun watching your videos on fighting games so far - wishing you luck on future vids!
Seeing a high score girl clips getting used made my day it is an underrated anime
3:32 brother thats an overhead
You're right lmao, I was editing this video late and didn't even realized I used the wrong clip. I did multiple takes and just saw ky dash back and thought I used the right one.
You forgot countering (from dead or alive as an example) as defensive options. This options looks cool so even amateurs try that
3:30 not a big deal but man's showed Dust while talking about unblockables. Dust is just an overhead, so it can be blocked standing
You're right lmao, I was editing this video late and didn't even realized I used the wrong clip. I did multiple takes and just saw ky dash back and thought I used the right one.
These videos are really well made
Thank you!
You forgot the Ultimate Strategy. Wake Up, Super
it's both simple and mildly difficult, usually depending on the game. If the main hurdle is being in the rate state of mind and motivated to think critically about how to play the game without exploding when having to defend, then I wouldn't consider that difficult. Obtaining the knowledge for what to defend against simply requires the above and some time spent on gaining said knowledge.
Sponsor roll in a fighting game essay video is so incredibly cursed.
2:58 I see.
Of course, half the time if a game has auto combos none of this matters, as the match can be boiled down to who presses the basic attack button the most
I hate auto combos so much
Why do they exist
Auto combos are good if they're not optimal, that way it makes it easy for newer players to get into but in order to deal real damage they need to learn real combos
ur vids are so nice bro keep it up
4:54 man I thought I was like the only person who watched high score girl
You culda talked bout other system mechanics in games like moves that push back on block like FD, or YrC but still great video
Gold bursting is actually incredibly common in strive
Not as common as blue burst through
This doesn't just apply to fighting games, because good defense requires knowledge of what you're defending against. When formulating a gameplan, defense is going to be second to attacking, because the most straightforward way to win is to aggressively seek out your own win conditions. Stopping your opponents' is harder to do in comparison.