Reading habits is some of the most fun in fighting games. Suddenly understanding that the person you're fighting will always do 1 2 3 overhead and starting to counter-hit them out of it every time and then you see them kind of just... *stop* because their trick isn't working anymore. Good times.
Blocking can feel like the cooler half of flow state sometimes. The only thing scarier than going ham; is blocking a mix at every turn like it’s nothing. Especially when it’s a big-body doing the blocking.
Kinda the inverse of “go apeshit” but in situations where the opponent is really expecting you to do something, standing still and pressinf nothing can really mess with people
I bet the learning process would be much easier if there was a thing you could do where you could watch replays and at any time take control of your character to try different solutions. Yes I'm advocating that more fighting games have the take control function +R has. We got rollback to be a standard, so lets make that a standard as well.
Blocking doesn't do any damage, so there's no point Jokes aside, cool video. Block strings are my favorite parts about watching and playing other players. Its still cool to see how many different approaches there are to opening someone up. Staggers and tick grabs are especially interesting cause they turn the whole concept on its head, going from using several moves to open you up to forcing you to make a mistake. The part at the end about different ways to deal with pressure is a nice touch
No no I think you're right. Blocking doesn't do any damage so you should never block at all. That's how the Greninja players play Smash at least! Thank you for watching though.
For me blocking is in a way similar to my other problem, and that is when playing I watch my character instead of opponent. I am not sure why is that, or if that is wrong, but I find it very hard to watch the opponent character when I am getting attacked ( or pretty much most of the time). Great video, keep on the good work!
Appreciated! But also, definitely find a way to get into looking at your opponent's character rather than yours haha, you'll need to be doing that all the time
@@mbfun9298 I was doing that when I started years ago, and I was doing it in League of Legends when I started playing League in 2012. I still look at the ball in football* when I've got the ball. (Which is why I'm really bad at playing it) I've also noticed I no longer look at the keyboard when typing. As you get more used to these type of things, you can start looking elsewhere... I hope that applies to football* as well. *unless you're American.
@@mawillix2018 Good parallel with the keyboard to some degree. For me watching my character is because I am kind of used to when playing videogames, from racing to adventure, for some reason if my character is moving, more often than not I'll either watch the immediate surrounding or the character itself.
You know for how people complained about the 3 game tower limit, over the last 2 years I've only run into about 10 other people in the tower who have actually raised the limit to 5 in the settings. Maybe that's just because I'm floor 9 max.
The defensive maneuver which discusses the rhythm of an opponents mixup is something every KOF player should hear. There have been many new "style" of play that i observed with KOF XV where you could tell who was new to the game based on the rhythm of their button presses when they employ their hop offense in between strings. Like you can tell they were "imitating" high level play without knowing why they were doing it. Which is why players like that get blown up at mid/high levels. Rhythm and disrupting it is very important and should have a video of its own. I started calling it "fake pressure" since while it looks scary, a good player will call it out and punish you hard for it.
I wonder if there's any way to make blocking in fighting games feel *fun* Bc in most games blocking basically just consists of being stuck in one place without being able to do anything else, so it *feels* like you're helpless
The last point about grapplers is so real. I don't care about your mixup, you left a gap, I've been spinning my stick in blockstun like a goddamn propellor. Now, get into the command grab.
Defensive maneuver N°3 has always been my option N°1 You can't predict me if I can't predict me. I'll play more logically if I get an oki situation but until then I just want out of the blender.
The problem isn’t really blocking, but that there’s no advantage to blocking besides the minus frames your opponent MIGHT be in if you know the information on every animation. Btw that’s not you being skilled!
Would be interesting to see a fighting game that doesnt have blocking or even shielding like in smash. I can think of a few ways for this to be possible in like 3D games and 2D games, but i feel like youd definitely have to remove or modify the downed state. Cuz if you cant block in traditional fighting games, then the oki will be too strong.
It really helps to play games in which blocking isn't rewarded with having to block more, or outright penalized by the game systems themselves. In short, play what I call 'good fighting games'. Namely, SamSho 2019 or a fighting game made between Street Fighter 2 and 2012 that's NOT an airdasher, MvC, Darkstalkers, or SF Alpha 3, and has either meterless reversals or moves that are minus on block.
Mashing out of a mix up doesn't work when they do a plus on block attack that leads into the mix so you get hit by either one, meaning you need to continue blocking or guess with a frame one invincible reversal if your character or even if the game has one. Don't play MK11.
Okay, but why can't more fighting games be like Naruto storm. In that series, blocking is simple and intuitive, easily the best blocking system I have seen in any fighting game
Reading habits is some of the most fun in fighting games. Suddenly understanding that the person you're fighting will always do 1 2 3 overhead and starting to counter-hit them out of it every time and then you see them kind of just... *stop* because their trick isn't working anymore. Good times.
Yes, you understand! It's the thing that makes sitting there and blocking it out actually enjoyable for me.
It's not fun if you are the most predictable idiot of all time
I didn't pay $60 to press down back.
11:34 This is objectively the best fighting game advice I have ever heard
hey its the giovanna guy
Haha, nice to see you here dude. Just don't do this to me thanks :)
@@hmad898 who is now the bacon guy
Blocking can feel like the cooler half of flow state sometimes.
The only thing scarier than going ham; is blocking a mix at every turn like it’s nothing. Especially when it’s a big-body doing the blocking.
Kinda the inverse of “go apeshit” but in situations where the opponent is really expecting you to do something, standing still and pressinf nothing can really mess with people
I bet the learning process would be much easier if there was a thing you could do where you could watch replays and at any time take control of your character to try different solutions.
Yes I'm advocating that more fighting games have the take control function +R has. We got rollback to be a standard, so lets make that a standard as well.
That sounds amazing for learning RPS situations and game analysis
I agree and tekken 8 is making that move now
Remember, the most important block is the one on Twitter.
Blocking doesn't do any damage, so there's no point
Jokes aside, cool video. Block strings are my favorite parts about watching and playing other players. Its still cool to see how many different approaches there are to opening someone up. Staggers and tick grabs are especially interesting cause they turn the whole concept on its head, going from using several moves to open you up to forcing you to make a mistake. The part at the end about different ways to deal with pressure is a nice touch
No no I think you're right. Blocking doesn't do any damage so you should never block at all. That's how the Greninja players play Smash at least!
Thank you for watching though.
blocking feels like one of the easiest but hardest concepts to start to fully grasp in a fighting game
Very rare footage of me actually using dead angle in this video.
For me blocking is in a way similar to my other problem, and that is when playing I watch my character instead of opponent. I am not sure why is that, or if that is wrong, but I find it very hard to watch the opponent character when I am getting attacked ( or pretty much most of the time).
Great video, keep on the good work!
Appreciated! But also, definitely find a way to get into looking at your opponent's character rather than yours haha, you'll need to be doing that all the time
@@DazIsBambo Lol I know, but mine is so prettier ^____^
@@mbfun9298 I was doing that when I started years ago, and I was doing it in League of Legends when I started playing League in 2012. I still look at the ball in football* when I've got the ball. (Which is why I'm really bad at playing it) I've also noticed I no longer look at the keyboard when typing.
As you get more used to these type of things, you can start looking elsewhere... I hope that applies to football* as well.
*unless you're American.
@@mawillix2018 Good parallel with the keyboard to some degree. For me watching my character is because I am kind of used to when playing videogames, from racing to adventure, for some reason if my character is moving, more often than not I'll either watch the immediate surrounding or the character itself.
Writing stuff on paper is the most under rated advice for learning fighting games
You know for how people complained about the 3 game tower limit, over the last 2 years I've only run into about 10 other people in the tower who have actually raised the limit to 5 in the settings. Maybe that's just because I'm floor 9 max.
Lmao I relate with hating strive until I tried testament
#3 is like taken straight from my "Opening People Up in Fighting Games" doc.
I put it under "Emotional Pollution"
It's been a while since I read that doc! You should link it again
The defensive maneuver which discusses the rhythm of an opponents mixup is something every KOF player should hear. There have been many new "style" of play that i observed with KOF XV where you could tell who was new to the game based on the rhythm of their button presses when they employ their hop offense in between strings. Like you can tell they were "imitating" high level play without knowing why they were doing it. Which is why players like that get blown up at mid/high levels. Rhythm and disrupting it is very important and should have a video of its own. I started calling it "fake pressure" since while it looks scary, a good player will call it out and punish you hard for it.
As someone once said, “YOU GON’ LEARN TODAY! ! !”
I wonder if there's any way to make blocking in fighting games feel *fun*
Bc in most games blocking basically just consists of being stuck in one place without being able to do anything else, so it *feels* like you're helpless
The last point about grapplers is so real. I don't care about your mixup, you left a gap, I've been spinning my stick in blockstun like a goddamn propellor. Now, get into the command grab.
Defensive maneuver N°3 has always been my option N°1
You can't predict me if I can't predict me.
I'll play more logically if I get an oki situation but until then I just want out of the blender.
The only fighters I block in are the ones where I can parry/break the opponent and start attacking them again haha
The problem isn’t really blocking, but that there’s no advantage to blocking besides the minus frames your opponent MIGHT be in if you know the information on every animation. Btw that’s not you being skilled!
testament is bestament I play strive to play testament and they fight everyone in the cast different :3 if you ever wanna play the mirror hmu sometime
Would be interesting to see a fighting game that doesnt have blocking or even shielding like in smash.
I can think of a few ways for this to be possible in like 3D games and 2D games, but i feel like youd definitely have to remove or modify the downed state. Cuz if you cant block in traditional fighting games, then the oki will be too strong.
I purely buy fighting games just to block 😂❤
What game is that at 3:07 I wasn't invited to the fever dream
Yehe he hee bwoi
Nice
It really helps to play games in which blocking isn't rewarded with having to block more, or outright penalized by the game systems themselves.
In short, play what I call 'good fighting games'.
Namely, SamSho 2019 or a fighting game made between Street Fighter 2 and 2012 that's NOT an airdasher, MvC, Darkstalkers, or SF Alpha 3, and has either meterless reversals or moves that are minus on block.
Mashing out of a mix up doesn't work when they do a plus on block attack that leads into the mix so you get hit by either one, meaning you need to continue blocking or guess with a frame one invincible reversal if your character or even if the game has one. Don't play MK11.
Okay, but why can't more fighting games be like Naruto storm. In that series, blocking is simple and intuitive, easily the best blocking system I have seen in any fighting game
What's the game at 3:14