Time to throw that pride off the window with this game. Take the throws, don't go comboing hard on walls so the damage scaling doesn't fuck you up, and do the fucking easy inputs when needed.
Yeah at some point I said "fuck it" and started using easy inputs for my reversals too. You'll notice a lot of players using them and the weird input buffer timer led to a lot of moments where I'd wake up with a DP, but my character would stand up not doing anything and eat the hit. Also, I know it isn't optimal to use auto-combos but if you do, always use H for the follow ups in your auto-combo. They obey the same rules as your proximity normals and your c.H has the most range of all proximities. Here's an example. If you do LLL and the first L pushes the opponent too far away, your character will just throw jabs after the first L. If you do LHH though, the auto-combo will continue as normal because the H follow-ups have more range. The frame data on the follow-ups is the same regardless of strength so there's no downside to doing this for your auto-combos.
That's kinda weird, i mean the string for auto combo is the same for L, M, H yet M and H had a better range for followup? Well this game sure is a bit rough right now
@@dstyle2168 It's so you can combo off c.M or c.H. It's really not that big a deal either since they're not optimal and have bad frame data. They're negative on block and not even that good on hit.
I have never been good at fighting games so I rarely play them and just watch pro games instead, I only got this game because it is easy to get into and although I am still terrible, at least I can put up a fight (sometimes) and for the first time in my life I enjoy playing a fighting game. Now its only been a week since I got the game but watching these kind of videos have really help me get slightly better and understand the game even more, so thank you very much for this video I'll go to training immediately.
The game just came out in Europe last Friday and I've been feeling like an idiot trying to do wake-up DP and failing half the time. Definitely gonna have to swallow my pride and just do the easy input.
to be fair auto combo confirms slightly carry you to the corner to do some damaging combos you otherwise wouldn't get. Essentially there is no reason to use an auto combo in the corner but when you're not in the corner it is definitely a way to add more carry. Or use it because you know it is reliable and shouldn't be prone to dropping a follow up afterwards because tense situations.
While the last tip is true, sometimes you need the auto combo to properly push your oponent into the corner, some DPs push you back so hard on block that for some characters they simply can't go straight into their wall bounce, granted if you had the proper read you could dodge and punish earlier but sometimes that isjust not feasiable specially when you're trying to bait a reversal with a light
Pretty sure I took counter hit UO for about 2 weeks straight before I learned the lesson of just take the throw lmao. Definitely need to start using the simple inputs more though.
DP is also less lenient in this game compared to other modern games like SFIV and the ones that come after it. There is no full crouch DP for example so it's easier to fuck up mashing DP on wake up.
When you are low on health you have to tech the throw; the idea is that when you have health to spare, it's ok to take a little bit of damage from the throw instead of 60% from trying to tech.
I was against easy inputs because I thought they'd halt my progress when learning, but in netplay I can't for god's sake pull the ougi motion or wakeup reversal. May be delay added to inexperience but it's infuriating even when I know I'm inputting the stuff correctly based on replays. So yeah, will definitely resort to easy inputs for that.
Thanks for the tips! I'm getting demolished online, I think they'll help :D Especially the one about avoiding autocombos, I was using them way too much.
Rare for the RUclips algorithm to promote a Jiyuna video on my timeline, so I was happy for a second, then my next thought on seeing it was the “I wonder what Tifa smells like” tweet lol :P
they can still combo into an ex move for wall bounce off a non counter hit anti air if it hits deep enough, but it has to hit deep, by not hitting a button your making it more difficult for them to anti air. Also if they try to get greedy and deep anti-air for guaranteed combo they open themselves up to potentially getting hit by a shallow jumpin button.
Simple inputs so god damn useful for characters with charge inputs. I main Charlotta and dude, I got stubby hit boxes. I finally get a far M after rushing just enough in, how else am I gonna get them with Charging Onslaught? I need the easy input for that.
Throws are i8 in this game as well so mashing out of tick throws is a viable strat midscreen as well against opponents with less corner carry. But when in doubt, just take it. Just take the damn throw.
What is the line between pragmatically using easy inputs and becoming reliant on them too much? If I am new to FGs in general, should I just train myself to do it properly for now and just reserve easy input for emergencies?
@@ANIMEILLUMINATI To clarify what you mean by "most of the time" for anyone reading this, certain supers should always or almost always be done using the true input. Command grab supers do significantly reduced damage if you use the easy input, and the range of the cinematic followup is shorter with the easy input. For command grab supers, you should almost always be doing the true input, and for the range issue, it depends on character and distance. In particular, Percival usually needs the range for most combos. If you're trying to super on wakeup, just use the easy input like is recommended in the video, it isn't worth the risk of messing it up.
If any of you main Beelzebub, Bub's teleport is your best friend. Especially against charge characters and for grabbing enemies. Just don't overuse it that it becomes predictable.
I get not to auto combo but how about regular combos? like M>L>H>some special move? or still better do regular H>special move? I should go into training mode and figured it out myself lol Thanks for the tips btw!
M>L>H will just give you the 3-hit autocombo lol, unless you're linking them (which I don't think any character can do in this game). Generally, the most damaging option is H>special, autocombos scale heavily.
For dp on wakeup do you hold forward and just mash abiltiy or mash both? Also sometimes the game reads 4+ability instead of 6+ability doing a completely different move. Any idea how to solve this? I suspect that maybe i'm not fast enough and i get crossed up by the enemy jump causing my character to turn around and reading the input wrong but i'm not sure as it always happen in the corner
All I ever use is the shortcuts it makes it a lot easier. But I was using zeta and I realize the only way to spam her fireballs is to do it manually. Her shortcut fireball has such a long cd even the L and M ones. Which is funny because I can spam gran and katalina shortcut fireballs no problem. I though that was weird
Quick question, since I am considering buying this game: Is this game execution heavy like every other game by Aksys? I have been playing Blazblue since a long time ago and there is shit that I just can´t do (specially with Naoto).
Not at all, there are those easy inputs which are just the special button and a direction and even a lot of the actual inputs are pretty easy, like double tap a direction and then L/M/H. The more complicated ones I've seen are forward/down/diagonal and forward half circle forward again but I haven't played with all the characters. This is literally the first fighting game I'm trying to learn and I'd say it really isn't bad.
Nooooooo, this is one of the easiest Fighting Games out right now. It's designed for new/non-FG players, with very simple combos and easy execution. It becomes more about mindgames and footsies.
Against Lancelot EX Fireball in neutral, you have to mix up your options between dodge, roll, block, jump, Invincible move. If you do the same option every time he's going to have a field day.
Because perfect tech is a guess that will get blown up by overhead into 50% combo. And late tech still deal damage but you're closer vs taking it and getting sent further away.
@@RanmaruRei Late teching 100% can be done on reaction every single time. If it doesn't put you in disadvantage, there would be no reason to try to tech early and risk getting counter hit. You would never get opened up. The alternative in most other games like this is that there's no late tech window at all and the tiny perfect tech window would be all there is, which I think is much much worse.
If your opponent baits your throw tech with universal overhead, you are going to take 50%+ damage. If you have life to spare, it's ok to take a throw a few times a round. Once you are low and about to die though, it's time to guess. Or option select (next video).
1:47 god i wish the real supers had the option to just cut immediately to the knockdown like this lmao, good god I'm fed up of seeing Kat float around for 20 seconds every round
3:48 YES, thank you. DPs feel so shit to me in this game. lost so many matches because of that. Like literally, I try to dp and my character wakes up doing NOTHING and just standing there. WTF? I'll try to switch to mashing R1 now. Thought I was too dumb and that I messed up input somehow. Now I know that my wakeup game was shit for a reason
It's because in some situations the DP input is much less lenient than usual lol. Perhaps if you end on 3 instead of 6 (like 6236) for DPs they'll be more consistent. I'm not sure though.
@@Reydriel tried shortcuts. Didn't really change the outcome. But gotta admit. Since I started holding heavy and mashing R1 my counters began to work. Really awkward though. This the the first game I had such issues.
Jiyuna's that guy, but please take all the advice in this vid with a grain of salt and do your own research. Almost everything given here is good in some sense, but they're incomplete concepts and are case specific things that you need to take in and understand so you can know WHEN to apply it.
Strong Tip #6: Ethernet cable
That's not a tip, that's a rule!
@@ANIMEILLUMINATI you right you right
Wait, so you're telling me all these times I failed to tech the throw was actually me making a high-level play!?
you are a pro now
Small brain: Tech the throw.
Big SSS brain: Take the throw.
Time to throw that pride off the window with this game. Take the throws, don't go comboing hard on walls so the damage scaling doesn't fuck you up, and do the fucking easy inputs when needed.
@@Nero_PR yeah like,all mu time training in sfv was kinda wasted because now i have to play the oposite.
@@exec_rigveda8299 I mean in that game you should be taking throws when it's necessary lol
Master brain: Do 3 throws in a roll.
Can someone explain to me, as I'm still new to VFG, why they would think it's a good idea to have tech throws more punitive than actual throws?
Surprised no one else is making content like this for this game, a lot of people post combos vids but this is what I needed thanks
Lord Knight: Am I a joke to you?
Yeah at some point I said "fuck it" and started using easy inputs for my reversals too. You'll notice a lot of players using them and the weird input buffer timer led to a lot of moments where I'd wake up with a DP, but my character would stand up not doing anything and eat the hit.
Also, I know it isn't optimal to use auto-combos but if you do, always use H for the follow ups in your auto-combo. They obey the same rules as your proximity normals and your c.H has the most range of all proximities.
Here's an example. If you do LLL and the first L pushes the opponent too far away, your character will just throw jabs after the first L. If you do LHH though, the auto-combo will continue as normal because the H follow-ups have more range. The frame data on the follow-ups is the same regardless of strength so there's no downside to doing this for your auto-combos.
That's kinda weird, i mean the string for auto combo is the same for L, M, H yet M and H had a better range for followup?
Well this game sure is a bit rough right now
@@dstyle2168 It's so you can combo off c.M or c.H. It's really not that big a deal either since they're not optimal and have bad frame data. They're negative on block and not even that good on hit.
Timestamps:
Dodge projectiles: 0:16
Don't tech throws: 1:24
Use easy inputs(mainly reversals): 2:48
Mash easy inputs(reversals/wake ups): 3:43
Mash wake up supers: 4:46
Don't get countered by anti-airs: 5:35
I have never been good at fighting games so I rarely play them and just watch pro games instead, I only got this game because it is easy to get into and although I am still terrible, at least I can put up a fight (sometimes) and for the first time in my life I enjoy playing a fighting game.
Now its only been a week since I got the game but watching these kind of videos have really help me get slightly better and understand the game even more, so thank you very much for this video I'll go to training immediately.
Juancho Sama Good luck!
The game just came out in Europe last Friday and I've been feeling like an idiot trying to do wake-up DP and failing half the time. Definitely gonna have to swallow my pride and just do the easy input.
Pretty sure everyone does it.
That and there are a good amount of safe jumps and some chars who dps will come out too late. I think more than 7f and it's ehh.
OmarioPrime or don’t dp on wake up lol
From saving GG Strive to saving your online rank, Jiyuna does it all
How did Jiyuna save strive?
These tips are really good for GBFV scrubs like me
to be fair auto combo confirms slightly carry you to the corner to do some damaging combos you otherwise wouldn't get. Essentially there is no reason to use an auto combo in the corner but when you're not in the corner it is definitely a way to add more carry. Or use it because you know it is reliable and shouldn't be prone to dropping a follow up afterwards because tense situations.
Mid-screen punishes, too!
Thanks for the guide. I just started playing this game this week so I need all the help I could get.
Have fun!
After the virus calms down, we should play some GBVS at Lucy Shotbar. Great content.
If you have a good read on when your opponent is going to go for throw/ overhead, spotdodge/tech os is worth learning.
Already went over it on stream; the video should be up on RUclips tonight or tomorrow.
@@ANIMEILLUMINATI Aye! ✊🏾
While the last tip is true, sometimes you need the auto combo to properly push your oponent into the corner, some DPs push you back so hard on block that for some characters they simply can't go straight into their wall bounce, granted if you had the proper read you could dodge and punish earlier but sometimes that isjust not feasiable specially when you're trying to bait a reversal with a light
Pretty sure I took counter hit UO for about 2 weeks straight before I learned the lesson of just take the throw lmao. Definitely need to start using the simple inputs more though.
DP is also less lenient in this game compared to other modern games like SFIV and the ones that come after it. There is no full crouch DP for example so it's easier to fuck up mashing DP on wake up.
Man all these tips are solid af, thanks!
Still useful in Rising!
please do more videos like this, very informative tips and you communicate them clearly.
I'll think about some more tips.
Thanks for the value man!
Glad it helped!
Pro Players: Don't tech the throw
Me with a pixel of health : Dies to throw
When you are low on health you have to tech the throw; the idea is that when you have health to spare, it's ok to take a little bit of damage from the throw instead of 60% from trying to tech.
I was against easy inputs because I thought they'd halt my progress when learning, but in netplay I can't for god's sake pull the ougi motion or wakeup reversal. May be delay added to inexperience but it's infuriating even when I know I'm inputting the stuff correctly based on replays. So yeah, will definitely resort to easy inputs for that.
Easy Inputs are the truth.
Great tips, thank you!
Thanks for the tips! I'm getting demolished online, I think they'll help :D
Especially the one about avoiding autocombos, I was using them way too much.
Good luck!
I did not know of the button buffering you could do when using the skill button, that really helps lol.
Thanks Jiyuna, solid video!
Any time!
Rare for the RUclips algorithm to promote a Jiyuna video on my timeline, so I was happy for a second, then my next thought on seeing it was the “I wonder what Tifa smells like” tweet lol :P
The algorithm actually blessed the channel!?
ANIMEILLUMINATI I was as shocked as you are haha :)
they can still combo into an ex move for wall bounce off a non counter hit anti air if it hits deep enough, but it has to hit deep, by not hitting a button your making it more difficult for them to anti air. Also if they try to get greedy and deep anti-air for guaranteed combo they open themselves up to potentially getting hit by a shallow jumpin button.
These tips were Godlike 👼
Thanks jiyuna . This is useful !
Glad it was helpful!
Simple inputs so god damn useful for characters with charge inputs. I main Charlotta and dude, I got stubby hit boxes. I finally get a far M after rushing just enough in, how else am I gonna get them with Charging Onslaught? I need the easy input for that.
Thank you!
This games scaling is aggressive as hell! I'm used to Tekken. But I can tell this is a punish heavy game.
Combos still do a ton, you just have to know your proper routes and cut out those autocombos!
YO THID ACTUALLY HELPED ME A SHIT TON
Glad to hear it.
Good job jiyuna you are the best
Throws are i8 in this game as well so mashing out of tick throws is a viable strat midscreen as well against opponents with less corner carry. But when in doubt, just take it. Just take the damn throw.
Mashing definitely a must in this game. I still don't do it enough.
Easy input dp is law. I don’t even risk it anymore
Usefull tips tanx.
glad i already did 4/5 of these besides the dodging. Watching videos helps a lot and this video just proves it xD
What is the line between pragmatically using easy inputs and becoming reliant on them too much?
If I am new to FGs in general, should I just train myself to do it properly for now and just reserve easy input for emergencies?
Just use easy input for DP/Reversals and Supers (most of the time). Other specials moves should use technical input because of cooldown timer.
@@ANIMEILLUMINATI To clarify what you mean by "most of the time" for anyone reading this, certain supers should always or almost always be done using the true input. Command grab supers do significantly reduced damage if you use the easy input, and the range of the cinematic followup is shorter with the easy input.
For command grab supers, you should almost always be doing the true input, and for the range issue, it depends on character and distance. In particular, Percival usually needs the range for most combos. If you're trying to super on wakeup, just use the easy input like is recommended in the video, it isn't worth the risk of messing it up.
Most beautiful fg 💟
If any of you main Beelzebub, Bub's teleport is your best friend. Especially against charge characters and for grabbing enemies. Just don't overuse it that it becomes predictable.
great vid
I heard Jiyuna was arrested in Japan for hoarding toilet paper
Brian1291 I actually haven’t been able to buy toilet paper in over a month 😭
@@ANIMEILLUMINATI Time to optimize
Tip #0 (the most essential one): SUB TO JIYUNA at www.twitch.tv/animeilluminati
u da man jiyuna
I get not to auto combo but how about regular combos? like M>L>H>some special move? or still better do regular H>special move? I should go into training mode and figured it out myself lol
Thanks for the tips btw!
M>L>H will just give you the 3-hit autocombo lol, unless you're linking them (which I don't think any character can do in this game). Generally, the most damaging option is H>special, autocombos scale heavily.
@@Reydriel oh is not like in dbfz where if u do manual combo u do more dmg then the auto combo?
@@GatsuRage Something like that
For dp on wakeup do you hold forward and just mash abiltiy or mash both? Also sometimes the game reads 4+ability instead of 6+ability doing a completely different move. Any idea how to solve this? I suspect that maybe i'm not fast enough and i get crossed up by the enemy jump causing my character to turn around and reading the input wrong but i'm not sure as it always happen in the corner
Hold forward.
what am I doing all the auto combo xD, thanks for the tips by the way! very helpful!
No problem!
All I ever use is the shortcuts it makes it a lot easier. But I was using zeta and I realize the only way to spam her fireballs is to do it manually. Her shortcut fireball has such a long cd even the L and M ones. Which is funny because I can spam gran and katalina shortcut fireballs no problem. I though that was weird
Try and only do it for Reversals and Supers.
Quick question, since I am considering buying this game: Is this game execution heavy like every other game by Aksys?
I have been playing Blazblue since a long time ago and there is shit that I just can´t do (specially with Naoto).
Not at all, there are those easy inputs which are just the special button and a direction and even a lot of the actual inputs are pretty easy, like double tap a direction and then L/M/H. The more complicated ones I've seen are forward/down/diagonal and forward half circle forward again but I haven't played with all the characters. This is literally the first fighting game I'm trying to learn and I'd say it really isn't bad.
Nooooooo, this is one of the easiest Fighting Games out right now. It's designed for new/non-FG players, with very simple combos and easy execution. It becomes more about mindgames and footsies.
Even slow, set up fireballs?
Against Lancelot EX Fireball in neutral, you have to mix up your options between dodge, roll, block, jump, Invincible move. If you do the same option every time he's going to have a field day.
@@ANIMEILLUMINATI Noted!
i just noticed, Katalina can fight left and right handed?!?!!?
The 2D fighting game classic!
sprites get mirrored so everyone does with a 1 handed weapon
Not sure I got why we should take the throw. Because you end up at a disadvantage if you do?
Because perfect tech is a guess that will get blown up by overhead into 50% combo. And late tech still deal damage but you're closer vs taking it and getting sent further away.
It looks like a flaw in design. Why to make people be at disadvantage by doing a tech?
@@RanmaruRei Late teching 100% can be done on reaction every single time. If it doesn't put you in disadvantage, there would be no reason to try to tech early and risk getting counter hit. You would never get opened up.
The alternative in most other games like this is that there's no late tech window at all and the tiny perfect tech window would be all there is, which I think is much much worse.
If your opponent baits your throw tech with universal overhead, you are going to take 50%+ damage. If you have life to spare, it's ok to take a throw a few times a round. Once you are low and about to die though, it's time to guess. Or option select (next video).
What happened to Fighting Tuesday?
Yeah, I guess he could do them online.
Fighting Tuesday is postponed till may
@@loremasher man I miss tsuyoshi tearing up visitors with bardock and teen gohan
Coronavirus shut it down.
what does take the throw even mean?
The Blackedge Don’t try to tech the throw. Understand your opponent is trying to throw you and just accept the damage.
@@ANIMEILLUMINATI 🤯🤯🤯🤯
isnt late teching making you minus? Pretty sure Kat is plus after making her opponent late tech, are all chars plus?
All characters are super plus after your opponent late techs. They also take a good chunk of damage.
Dont mean to plug another channel.. but sea leaf dojo has a good video explaining safe jumps
I wish I had a plus c.5m for better pressure & optimals 😭
Maybe I can crawl out of D rank now :)
Good luck!
1:47 god i wish the real supers had the option to just cut immediately to the knockdown like this lmao, good god I'm fed up of seeing Kat float around for 20 seconds every round
Just don't get hit by her supers 👀👀
Same.
Some of these tips don't apply to those who does who doesn't have DP or fireball.
Then you should switch to a character that has a DP and Fireball.
I refuse! 🥺♥️
3:48 YES, thank you. DPs feel so shit to me in this game. lost so many matches because of that. Like literally, I try to dp and my character wakes up doing NOTHING and just standing there. WTF? I'll try to switch to mashing R1 now. Thought I was too dumb and that I messed up input somehow. Now I know that my wakeup game was shit for a reason
It's because in some situations the DP input is much less lenient than usual lol. Perhaps if you end on 3 instead of 6 (like 6236) for DPs they'll be more consistent. I'm not sure though.
@@Reydriel tried shortcuts. Didn't really change the outcome. But gotta admit. Since I started holding heavy and mashing R1 my counters began to work. Really awkward though. This the the first game I had such issues.
I don't agree with taking thw throw of he s gonna go for 3 throws in a row just take it
Why don't learn how to tech better and dont get a throw
The best answer is to avoid getting in that situation to begin with!
Jiyuna's that guy, but please take all the advice in this vid with a grain of salt and do your own research. Almost everything given here is good in some sense, but they're incomplete concepts and are case specific things that you need to take in and understand so you can know WHEN to apply it.
Nothing is 100%. Think people are better off doing all of these first, and then coming to understand when not to.
I’m the 1,000th like lesgoooo
Wow, that's a lot of likes for one video. Glad people are finding it useful.
Why take a throw when you can throw escape perfect and be plus... I dislike video
🤔