Input tips and tricks for fighting games.

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  • Опубликовано: 28 сен 2024

Комментарии • 143

  • @wolflance64
    @wolflance64 3 года назад +194

    that tip of buffering into block is something nobody has ever told me that was def useful thank you

  • @jKazej
    @jKazej 3 года назад +245

    The holding back to block lessons is especially good for anyone playing charge characters.

    • @metallicaband
      @metallicaband 3 года назад +14

      That's exactly the reason it's a habit of mine, playing charge characters often just makes this a very natural thing to do.

    • @wednesday122
      @wednesday122 3 года назад +3

      @@metallicaband for me it was the opposite. I was already used to trying to block at every opportunity, even behind attacks, so when i tried playing a few charge characters, it already felt natural to me

    • @Raxyz_0
      @Raxyz_0 3 года назад +1

      Maining Bison in SFV improved my defense SO much...
      ...it kinda ruined my reaction DPs though

    • @Ramsey276one
      @Ramsey276one 2 года назад

      69 likes confirmed
      XD
      Also fully agree

    • @Godtierlee
      @Godtierlee 2 года назад

      As someone who plays charge characters its almost an egregious habit. The amount of times I've accidentally done a real 4 input hurts.

  • @Solidus510
    @Solidus510 3 года назад +32

    Teaching us to fish so we can always eat. Hard not be a better overall player after absorbing this good ass content. LK a real one, thank you.

  • @someguymalleth
    @someguymalleth 3 года назад +39

    The empty buffering is definitely very helpful. I picked it up from Street Fighter where it's used all the time. You'll see people use it buffer their anti-air DP or to help with tight hit confirm windows. It's not quite as prevalent in Strive but still very helpful at times.

  • @as95ms98
    @as95ms98 3 года назад +4

    Haha I was definitely one of those people that thought you were teabagging. Definitely makes way more sense to me now and that's super useful! Definitely going to try and use that more in my gameplan with Ram's reversal. I find myself trying to do the command as the opponent's move is coming out and I end up flubbing the input from trying to do it too quick and get 236S instead of 236236S, and then getting counterhit for 1/3 of my health bar. Having the right prediction but messing up the execution sucks so that's definitely going to help slow me down and not input S too early!

  • @adriangoodman8901
    @adriangoodman8901 3 года назад +4

    Dude you are so clutch with these videos:) I was looking for this and you manifested

  • @no_nameyouknow
    @no_nameyouknow 3 года назад +3

    For the half circle trick, be careful 4136 does not work for most half circle inputs. You need to have the 2 in there.

  • @TheGunpowder13
    @TheGunpowder13 Год назад

    Dude I needed this thank you!

  • @freezinfire
    @freezinfire 8 месяцев назад

    This video helped like a loooot, THANKS MAN

  • @BongWatah
    @BongWatah 3 года назад +10

    I built the blocking habit from playing charge characters. Funny enough, I'm actually trying to break the habit and be more conscious about it. In the context of May, sometimes I want a 6H or walk up cS but accidentally shoot a dolphin out.

    • @Sasoripwns
      @Sasoripwns 3 года назад

      But you still won neutral with dolphin

  • @camdenjones3595
    @camdenjones3595 3 года назад

    I've been playing fighting games for 2 years now and I still got schooled, thanks man.

  • @5715klin
    @5715klin 3 года назад +1

    play leo long enough or fight axl enough times and you'll naturally learn to always hold down back at every opportunity
    always ready to flashkick
    for that last tip, leo and ky players always ready to catch you full screen airdashing with a reaction super

  • @Emillll
    @Emillll 2 года назад +1

    I can't get the 360 trick to come as a tk dp even once, not sure what I'm doing wrong. Is there something else I need to know about this, like the speed of the input? I just get a jump back attack when I try this. I assume the input is 321478963(yes I know you don't have to input all of those directions)

  • @Erox006
    @Erox006 2 года назад +1

    these tricks are 10x more effective on keyboard

  • @no_nameyouknow
    @no_nameyouknow 3 года назад +1

    Dash 4k, jeez why didn't I think of that. My DS4 controller is a bit old and so am I so I definitely have had the occasional 6k when going for a dash 5k. I play Ky, the startup for his 6k is like a million frames, so I have definitely been boned by that mistake. I can't get used to dash macro on the ground, dunno why, maybe I just need to grind it into my brain. Air dash macro, fine, easy.

  • @vayneinsane
    @vayneinsane 2 года назад

    LordKnight, This video has been pinned in the Learning Hub Chat of GGST Community Discord server.

  • @boateye
    @boateye 3 года назад +4

    I always thought that buffering block into moves was common knowledge. It's why I have issues playing characters with a bunch of command normals that use 4 or 1

    • @haughtygarbage5848
      @haughtygarbage5848 3 года назад +1

      Eh I'd call it common knowledge if like.... it was mentioned in modern fighting game tutorials more. To me stuff like buffering blocking w every button or buffering chicken w every button in tekken are necessary but utterly unintutive and frankly really intense.

    • @uniquename6925
      @uniquename6925 3 года назад

      I feel like it's kinda intuitive, cause but default you should be blocking. So by default any attack you throw should be done while also blocking.

  • @Laezar1
    @Laezar1 9 месяцев назад

    I have the opposite issue with the piano thing where I end up doing that by default but I don't really control the number of presses I do so when I need to do very controlled input I'm not sure how to only press once without slowing down so much it doesn't combo anymore

  • @IfWhatYes
    @IfWhatYes 3 года назад +1

    The biggest issue with strive for me is that 6236 comes out as dp not qcf. I constantly get punished for whiffing vapor thrust when I try to jump forward and do aerial stun edge

    • @theblackdeath10
      @theblackdeath10 3 года назад +5

      Try adding a 5 input (65236), this works on the ground for me to avoid run forward dp when I'm doing fireball

    • @63skarduken
      @63skarduken 3 года назад +1

      You can do a half circle forward (6426+button) and it’ll work consistently. Or delay it long enough with a neutral input, but that does add a few frames

    • @IfWhatYes
      @IfWhatYes 3 года назад

      @@63skarduken that's kinda what I'm learning to do cause it's better to buffer a safe jump most of the time anyway. Just new to playing fighting games seriously

    • @Aripuni1
      @Aripuni1 3 года назад

      I Just do QCF input (236) instead of DP input (623) its always perfectly for me

  • @AdamJorgensen
    @AdamJorgensen 3 года назад

    Huh...buffering block. I should try that...

  • @davidburke4101
    @davidburke4101 3 года назад +1

    I know that axl bomber is air only so it makes sense to learn TK dp for him, but would TK DP have any use for other characters?

    • @NxLevelMapler
      @NxLevelMapler 3 года назад

      Sol dp >5k link
      Baiken possibly in the future
      Other games if you play them might have applications too

  • @forget3100
    @forget3100 3 года назад

    Me using the double tap technique in the new MB 😂😂😂

  • @Sensei5am
    @Sensei5am 3 года назад

    I thought it was normal to buffer block with everything.. Guess I was wrong...and I guess I had a good teacher lol

  • @Sparklesniff
    @Sparklesniff 3 года назад

    Does that Tiger Knee trick work for Axl's bomber loop combo?

  • @b4ttlemast0r
    @b4ttlemast0r 3 года назад +3

    What is the advantage of TK DP instead of normal DP?

    • @dadoctor4657
      @dadoctor4657 3 года назад +4

      In this game there’s Axl bomber, which can only be done in the air so you have to TK it for most combos like bomber loops. Then Sol for some combo routes can TK the H DP for a clean hit. These are the only uses of it I know for Strive but there’s probably more.

    • @Azhaaar
      @Azhaaar 3 года назад

      Well, if you play Axl you have to TK to get Axl Bomber at all. Not sure if it's useful for Ky or Sol

    • @pedroignaciovila2821
      @pedroignaciovila2821 3 года назад +1

      @@Azhaaar i think some of the optimals sol combos uses tk heavy dp

    • @b4ttlemast0r
      @b4ttlemast0r 3 года назад

      @@Azhaaar yeah i know about Axl but in the video he showed it with Ky so i wondered what use there is for it with Ky

    • @causeifeltlikeit8092
      @causeifeltlikeit8092 3 года назад +1

      @@b4ttlemast0r you can’t get grabbed out of it

  • @MrDrXero
    @MrDrXero 3 года назад +1

    Does anyone know the input for tk. quarter circle? Like instant off the ground i-no 236H?

    • @rahulmaharjan8887
      @rahulmaharjan8887 3 года назад +4

      It would be something like 2369h

    • @comicbookguy2099
      @comicbookguy2099 3 года назад

      I do it like half circle up, but i think youre supposed to end on the diagonal input

  • @Inevitable_Prophet
    @Inevitable_Prophet 2 года назад

    is there a trick to make normal dps easier? or should I just tk dp? I've been playing fgs for 4 months and I dps are the only input I need to fix

    • @Shurmash
      @Shurmash 5 месяцев назад

      Forward, quarter circle forward for dp.

  • @TheAbbrvtr
    @TheAbbrvtr 2 года назад

    every Hakumen player ever has done the "haku shuffle" of 236236 in neutral just waiting to hit D to yukikaze you.. the bodies Hakumen players have buried doing that has taught that lesson to many scrubs

  • @wontonwarrior97
    @wontonwarrior97 3 года назад

    What's the use for TK DP?

    • @LordKnightfgc
      @LordKnightfgc  3 года назад +1

      Sometimes you might want to do a low to the ground air dp for combos or neutral.

    • @wontonwarrior97
      @wontonwarrior97 3 года назад

      @@LordKnightfgc Ok, I wasn't sure what benefit and aerial DP had, even if low to the ground, over grounded DP

    • @Demonstormlord
      @Demonstormlord 3 года назад

      You already got a good answer, but also, some characters only have a dp in the air.

  • @axelerwan7281
    @axelerwan7281 3 года назад

    I generally find that fighting games actually punish me for piano-ing
    Or maybe I'm too mashy ans suck at this lmao
    Great tips either way

  • @ElpheltStan
    @ElpheltStan 3 года назад +1

    Tip/trick number 1: just do the input

  • @granddaddy_funk
    @granddaddy_funk 3 года назад

    Ok out here accidentally leveling up may players. 👿

  • @loohole81
    @loohole81 3 года назад

    Why are motion inputs still used by the genre? Is the genre scared of change? Motion inputs hinder the genre not help it.

    • @SonicBoyster
      @SonicBoyster 3 года назад +10

      Not sure if you're trolling or not, but motion inputs make 'reacting' to situations more difficult. It's deliberate. Fighting games are balanced around incredibly tight reaction timings. The difference in being able to do something like a dragon punch with a single button as opposed to doing a dragon punch you haven't buffered on reaction is massive. There are simpler games out there that have done away with motion inputs, and those games are fine for the people who enjoy them, but the myth that getting rid of motion inputs is an 'evolution' of the genre is fake news.

    • @littlegentleman3262
      @littlegentleman3262 3 года назад +5

      ruclips.net/video/2WhbSNP_zF4/видео.html
      This video explains it pretty well

    • @TheHermitZ
      @TheHermitZ 3 года назад +1

      @@littlegentleman3262 thank you for saving all of us the time of linking this video lol

    • @loohole81
      @loohole81 3 года назад

      @@SonicBoyster Not trolling. Learning an individual motion input is long and hard process because you need to build muscle memory for that individual motion input so you can master it thus being able to perform it consistency and efficiently. You need to perform that individual motion input between 1000 - 30000 times (depending on the person) before you build that muscle memory where you master it. Some players are naturals and just learn motion inputs quick and other players just have the time to train and train, these players then become masters of motion inputs and have an advantage over other players because motion input moves can be performed on demand, no problem. This can even lead to cases of players exploiting motion input moves in some fighters. The argument is that mastering motion inputs is a reward for training but the other argument is, if there was no motion inputs in the first place, all players would be on a level playing field and the real skill of using the moves that would have been tied to motion inputs will always be shown by the best players. And no motion inputs does mean the time learning them can then spent on playing instead Hahahaha I think less time labbing and more time playing isn't a bad thing. Also there plenty of "complex" fighters out there that have done away with motion inputs, control systems don't determine if a simple or complex fighters, that's game design and mechanics. Just imagine SF 1987 without motion inputs?!? We probably would not be talking about this.....

    • @NeinKyori
      @NeinKyori 3 года назад

      @@loohole81 I get the problem with harder inputs like pretzel motion or half-circle backward to half-circle forward. But quarter circle and half circle alone is piss easy to learn, it only takes like 10 tries to get used to press 2 buttons (down+forward/backward) quickly, which is why DBFZ is relatively beginner friendly because it only have quarter circle inputs.
      The advantage of motion input is that it's universal and can give characters diverse movelist.
      Like usually the rekkas/counter/summon/anti-air is half circle backward, if you make it simply backward+attack then new player would have to manually block after each poking/footsie attempt in neutral instead of holding block to be safe. Similarly half circle is fireball/lunge, make it simply forward+attack then you'd kiss goodbye to most anime fighter as people usually hold forward to follow enemies mid-air combo.
      And some games have a lot of special and normal moves to give character multiple tools with usually 3 versions quick/medium and special. Remove inputs for those and you might as well just be playing MMO on keyboard with like 10 buttons for each moves aside from 3 basic attack (6 if you're skullgirl and SF) and other things like assist/tag-in

  • @DrDestructo64
    @DrDestructo64 3 года назад +32

    I kind of thought the piano technique was for games like Street Fighter where multiple buttons do similar things, like "I need one of the three shoryukens RIGHT NOW". I didn't think of using it on the same button.

    • @udderhippo
      @udderhippo 3 года назад +5

      Originally it was; and doing it that way you get *6* possible inputs in SF (as SF registers both on button press and release).
      GG (and other games) don’t quite work the same, so it’s basically reduced to 2 possible inputs. You can still piano H & S for say Sol’s DP, but may as well double tap to know which strength you’ll get.

  • @Simon_E32
    @Simon_E32 3 года назад +72

    That first part is so natural as a charge character player

    • @yourbellboy
      @yourbellboy 3 года назад +5

      always be charging~

    • @EvanAxel
      @EvanAxel 3 года назад +1

      and playing naoto in bbcf

    • @prismshock
      @prismshock 2 года назад +1

      Playing charge characters high key makes you better at neutral because it pushes you to play more defensively, not advance jumping forward, and pick your shots with your special moves more purposefully. Not to mention they tend to be some good ass characters.

    • @yourbellboy
      @yourbellboy 2 года назад

      @@prismshock f a c t s.
      . . .
      but also TOTSUGEKI🐬🐬🐬🐬🐬🐬

    • @homurayurisquad1423
      @homurayurisquad1423 2 года назад

      tsuzura saki says hi

  • @haughtygarbage5848
    @haughtygarbage5848 3 года назад +37

    First tip already has me questioning my entire life choices 🙃

  • @blizz_ny5167
    @blizz_ny5167 3 года назад +6

    Lord knight : “Put block into everything”
    Me : * Cries in Goldlewis

  • @alexisc.7887
    @alexisc.7887 3 года назад +7

    The TK DP tip blew my mind. I've been doing tk yozansen the "hard way" with Baiken for years lmao

  • @EmperorTime
    @EmperorTime 3 года назад +8

    What do you do for pianoing buttons in Melty Blood? I have been getting auto combo a lot when my muscle memory kicks in for pianoing.

    • @LordKnightfgc
      @LordKnightfgc  3 года назад +4

      I've been trying to not do it so much in that game lol. The input buffer is pretty big too so it's fine IMO

  • @b4ttlemast0r
    @b4ttlemast0r 3 года назад +7

    what percentage (portion) of modern fighting games allow 323 as a DP input?

    • @GuyManley
      @GuyManley 3 года назад +9

      17

    • @no_nameyouknow
      @no_nameyouknow 3 года назад +1

      I mean, SFV let's you do 33. Gear I don't think would even allow 323, maybe I am wrong though.

    • @HeavyMetalLink05
      @HeavyMetalLink05 3 года назад

      That im aware of, only Street Fighter, it doesn't seem to work in any of the other fighting games I play

  • @h8reset194
    @h8reset194 2 года назад +3

    By far you and Sajam are the big sources for information, like GOOD information that i have these days, thank you SOO MUCH for these tutorials, maybe is basic stuff idk but for me make total sense and help me understand better why i struggle sometimes with simple things, again, thank you and keep the awesome work bro o/

  • @chillaxboi2109
    @chillaxboi2109 3 года назад +6

    What would you say about hitting the 7 or 9. There's the main Dust combo for Jack - O and I'm supposed to jump cancel at some point but it gets so difficult for me. 😔Thank you very much for the tips. It'll take time for me to actually use them but at least I have a video I can refer to always.

    • @comicbookguy2099
      @comicbookguy2099 3 года назад

      Idk if you do this already but after futzing around with combos in dragonball i learned to do jump cancels by tapping the input rather than holding it. Ive also found its sometimes harder to get consitantly on some pads, idk about stick

    • @yourbellboy
      @yourbellboy 3 года назад

      What part of jump cancels are hard for you? Do you mean to input 7 or 9 but get a different direction instead❓
      If so, my trick might 😯 help--I often input forward (6) before forward jump (9) and back (4) before back jump (7) (I even do this in neutral!).
      The idea 🤔 is that a brief forward or back movement is so trivial (or when jump canceling, nonexistent) that it's just👏like👏 diagonal jumping.
      Nothing to lose, plenty to gain 👌
      I find that the trick to get consistent inputs is often to just do what works 🤷‍♂️, not what is super precise

    • @chillaxboi2109
      @chillaxboi2109 3 года назад

      @@comicbookguy2099 I'm actually using stick. Been using it for almost a year now. 4 months in. Can do motion inputs calmly. And even learnt to jump forward and backwards which took me the longest. Its just that the timing and actually getting 9 or 7 pure exactly as commanded just never happens to me.

    • @chillaxboi2109
      @chillaxboi2109 3 года назад

      @@yourbellboy That last statement is very true. I never ever hit 9 or 7 exactly from neutral using stick so I guess I shouldn't focus on getting those perfectly. However, the jump cancels that require me to do so are HELL. At least Jack-O's which is the only one I know, has a difficult jump cancel (to me) and is deemed as "easy". I actually once did it 3 consecutive times and that day I could always do it once in training. Another day, however, I even tried starting from 6 and 4 and did horribly. It might be down to timing and not my inputs but even then, I still don't know how to fix my timing when learning combos

    • @yourbellboy
      @yourbellboy 3 года назад

      @@chillaxboi2109 @Chillax Boi combo timings are easily one of the /hardest/ parts of fighting games. I could swear I've heard what you're saying 😵tens😵 of times, and _still_ I never have reason to doubt it.
      ✋ Realtalk ✋ the best advice I have is 'Slow and steady wins the race'.
      Know every good fighting game has another part to hone; make it a mission to only work on things that are fun & self-affirming.
      Fighting games are all journey, not destinations 🤷‍♂️

  • @_Adie
    @_Adie 3 года назад +2

    Funilly enough, I thought that "buffering block" is like, the most basic thing. Even when I could barely do a DP, I had this instinct that I should be blocking at all times. Everything else I learned as the time went on (even though I still don't really buffer moves in neutral as much as I should), but that TK DP was crazy. A whole-ass 360? It makes sense, but damn, I ain't ever seen that in my life before. I always tried to end the input with 9, but this is probably a better way of doing it, right?

  • @thedazzledazz4719
    @thedazzledazz4719 3 года назад +2

    What's the advantage of TK DP? I know so little for how many fighting games I've played XD

    • @63skarduken
      @63skarduken 3 года назад +6

      For ky I guess it would be so you can’t get grabbed out of it. You can’t be ground thrown if you’re in the air. For sol it can be used with heavy dp so you can get a clean hit. Like ending a combo after a red rc with cs 923h to get the clean hit

    • @comicbookguy2099
      @comicbookguy2099 3 года назад +1

      Some characters only have dps in the air, like axl bomber or baikens air dp thing, so in those cases this is super useful

    • @h4rdtr
      @h4rdtr 3 года назад +1

      Im gonna test it out later but, if you meaty tk dp with Ky and you have 50 meter im pretty sure there's not much most characters can do about it. I've seen some Ky's do it and never understood why but I think I get it now

  • @DonQuixe
    @DonQuixe 3 года назад +2

    yo thanks for the tips! makes sense too 👍🏾

  • @Nekropl
    @Nekropl Год назад

    tried to perform tkdp literally a thousand times inputting 360 move, 0 result, absolutely, I do not understand how it is even possible that the character does not jump at this point, it's just some kind of nightmare, lord knigt play on the keyboard or arcade stick? Because on the controller this imput is literally IMPOSSIBLE

  • @fluffypastry411
    @fluffypastry411 6 месяцев назад

    were yo u useing a keyboard for this or controller?

  • @DukeApples
    @DukeApples 2 года назад

    When you are in a combo, a true combo..why block?

  • @osuBlaziken
    @osuBlaziken 3 года назад +1

    236236 always was an issue for me on DS4, so instead I practiced 23636, much easier to perform and the game gives it to me the same.

    • @pian-0g445
      @pian-0g445 3 года назад

      Ah, one one still trying to learn is 214214, cause there have been too many situations I want to dragon install and mess up

  • @GuyManley
    @GuyManley 3 года назад

    tk DP just does not compute. The last tip i didn't know. The other I knew but need to use more. Thanks

  • @Seph4096
    @Seph4096 2 года назад

    Just a small note but similar to TK inputs you can also buffer dashing specials with inputs like 2366C/H, etc..

  • @captainphoton1693
    @captainphoton1693 2 года назад

    OK so to be clear I'm trash at fighting games. I played smash before, but I only have like 20 hours in strive and 5 against people in xrd.
    I'm amazed at how many of thoses I actualy figured out. pianoing imputs, buffering blocks, imputs without buttons in neutral (doing supers on reaction.)
    I do that since I started, to pretty poor effect because I'm not good in neutral yet and don't have enouth habits to take avantages of openings. Or really basic combos'

  • @TheJbrown60
    @TheJbrown60 3 года назад

    that TK dp input felt like a dam just broke in my head

  • @auroricaura
    @auroricaura 2 года назад

    Playing on keyboard and controller, I never piano lol but I feel like it would make learning new games so much better because I don't have to learn the timing on everything like I have been

  • @Or1a
    @Or1a Год назад

    the holding back is really useful. But lets say my character have a 4HP but a want to do a 5HP, how do you proceed?

  • @egbert5871
    @egbert5871 2 года назад +2

    im just trash and can't do anything lmao 99% of the time i just fail at doing the impute and does nothing but the basic attack always overdoing it like a do a full semi circle then along the top rathering the botem rought to right or left then back of forward . new to fighting games using a xbox consoler for it

  • @masontem7526
    @masontem7526 3 года назад

    LK expecting players to block? That's very funny

  • @sinart11
    @sinart11 3 месяца назад

    Beginner to GGST, and this is super helpful!

  • @elbereth2048
    @elbereth2048 3 года назад

    I do not understand how to piano input or the usefulness of it at all, outside of a SF video I can't find anything else on it either

  • @ShadowDancer1000
    @ShadowDancer1000 Год назад

    Me trying to figure out how to do a qcircle input consistently

  • @sanicboi9187
    @sanicboi9187 2 года назад

    Doing the rtl input on keyboard is so hard for me I don't know why

  • @happycamperds9917
    @happycamperds9917 3 года назад

    I assumed the Millia teabag was a bait lol.

  • @classified7417
    @classified7417 2 года назад

    very very helpful vid ty

  • @hoboayoyo
    @hoboayoyo 3 года назад

    Great vid.
    Can you do one on how I can get better on PS4 analog stick haha.

    • @Seph4096
      @Seph4096 2 года назад

      As an analog player I recommend attempting to use the dpad for a bit. General consensus is its easier to use and though I'm more comfortable with analog on pad dpad has clear benefits so I would definitely try to adjust to it over a few days before deciding on analog.

  • @gaoquake
    @gaoquake 3 года назад

    amazing vid TY!

  • @tracepalmatier9696
    @tracepalmatier9696 3 года назад

    I don't think the 360 motion works with Sol's low to the ground HS Volcanic Viper, unless I'm doing it wrong. I just get Tyrant Rave instead.
    Anyone able to get it to work? It'd be a nice shortcut to do clean hit instant air VV's

    • @LordKnightfgc
      @LordKnightfgc  3 года назад +1

      So I heard for H there is overlap with supers. Might want to just pay attention to how much meter you have in this case.

    • @tracepalmatier9696
      @tracepalmatier9696 3 года назад

      @@LordKnightfgc Oh yeah, probably would work fine if you don’t have meter. I just tried it in training mode, but I bet it’d be fine in a real match since you generally only do it after RC in a combo.
      I’ll give that a shot, thanks!

  • @codeaccuna
    @codeaccuna 3 года назад +1

    It's wild how the buffering block into inputs is already part of may's charge package with both dolphin blocks buffering block

  • @Ramsey276one
    @Ramsey276one 2 года назад

    Thumbnail made me click
    XD
    TBH when I learned 10strings Training in Tekken, it sounded like a rhythmic game in the hardest stage!
    XD

  • @TheLichOmoi
    @TheLichOmoi 3 года назад

    𝑪𝒓𝒊𝒆𝒔 𝒊𝒏 𝒁𝒂𝒕𝒐

  • @Lordratatosk1
    @Lordratatosk1 3 года назад +2

    I do 4k in block with Gio since it auto baits yrc

  • @jumpforcegod6844
    @jumpforcegod6844 2 года назад

    O wow i was buffering even in figherz and svf i guess i was already doing some good stuff