i used to main bane in injustice 2. unless you were a zoner im activating venom for free armor and bane bomb all day. yeah i know you are gunna wake up attack. still gunna eat that damage and bane bomb you
@@zen7ry basically, Jack-O is pretty easy to use, has a meterless dp, can swarm the screen with crap, and never has to approach, so a lot of people find her annoying to fight against
How are you so beginner friendly? How do you still have the thoughts of a beginner? usually people just move on and just live in their top skill level and forget their experience. But you remember, understand and explain precisely. This is golden
"When I do it people block, when he does it it hits" "When I do it, people always know which button to press, when he does it, it's always a meaty" Have caught myself thinking that many times
I think that's what I like to do as a beginner/intermediate player, learning different characters feels more rewarding and fun. I used to play nothing but Marshall Law on Tekken and I wasn't learning anything new, started to find fighting games boring until I learned different characters, I regret playing just one character, it opened up fighting games for me in a big way.
Literally. I have no skills, but I got big buttons and a command throw that does half your health. I don't have to be GOOD, I just need to land one hit.
Almost every new fighting game I play, I start with the grappler specifically to learn the game's defensive mechanics. Rolls, spotdodges, pushblock, instant/barrier blocks, etc. You get really acquainted with those when you pick the biggest guy on the roster. It also helps that since they have more health, you are more likely to survive if you make a mistake. It works better when the game is new and everyone is just mashing buttons without purpose. I did it with Tager in Blazblue, Ladiva in Granblue, Team 40k in BBTAG, and it would have been the case in the Strive beta but all I learned was "Megafist go COUNTER"
When i played Smash 4 regularly in high school (ew, smash stinky), I played Ganondorf with this mindset. Hes slow and heavy, and you take a lot of hits. So i got really good with my defensive options on him, and that was a fundamental that carried over to other characters.
In SF3:3S I took nearly a year of losses because I wanted to learn Ibuki out of the gate, but she couldn't take a hit. Then found out how interesting Urien was and finally turned my loss win ratio completely around. I certainly agree the grappler experience will improve your defense game, and adding that skill to anyone on any roster will only improve your play overall.
I played Makoto in Third Strike obsessively for 3SOE and I thought I was really good. But a lot of the skills I learned never really translated into other fighting games, and not even SF4 nor SF5. Some fundamentals transfer, but I realized I never truly understood the footsies game or the zoning game because 3S Makoto had such good tools to approach and the parry replaced other fundamentals.
I'm a Slayer player, I learned Potemkin a while back, and I have now picked up Faust and it's like I'm learning to play all over again. I love it. They're all so different.
Same here. Tho my faust is terribly weak atm, the skills I've noticed I'd have to develop are very very different. And I am not even that aggressive with SL.
When I hit a plateau one of the things I do is often pick up another character or even another game. Trying to learn something new is a better way to break a plateau and find a new solution than trying to continue learning the same thing from the same direction.
Almost everything I've learned in fighting games I learned as a Potemkin player, so I always default back to that knowledge no matter the character I pick.
This is all very relatable even now. I main Hazama in Blazblue, but my second favourite character is Ragna. Hazama (who I've by far played the most) has on paper really bad neutral buttons, but has an incredible variety of neutral movement/quasi-projectile zoning tools that let him almost entirely avoid playing traditional Blazblue footsies. When I play Ragna, despite Ragna having phenomenal buttons, I struggle a lot because the whole ebb and flow of whiff punishes and reacting to random crouching confirms off of a 5B for instance is something I legitimately never need on Hazama. Hazama also has a cmd throw and incredible plus frames on offense, so he has some really good strike throw/microdash pressure, whereas ragna has really REALLY basic mixup options that require you to do a lot with very little.
The point you make at the end was so good, I wish you expanded on that more. Looking at high level players play doesn't help unless you are thinking about their reasoning and the opponents reasoning for why the last play went in someone's favor, and how it led to the next scenario. People get stuck watching and not playing, and then they try to copy those high level set ups without having an opponent who is conditioned for what you are trying to do. It causes a lot of confusion to new players who learn all these mix ups and set ups so you feel ready for your moment, but you never get that moment to shine because the opponent never does the thing you want him to since he has a flow chart that counters yours. Then you feel like you got beat by a worse player when you did this research and you feel bad about your ability to execute when your plan was wrong from the start.
this is a great lens to analyze learning fgs! i started off playing anime games like blazblue and melty, and bounced super hard off of street fighter because all the fighting game skills i developed in other games were not effective in sf-pressure and mobiltiy/commitment work very differently, and fighting against my brain was just terribly unfun so i could never quite stick my landing. what ended up working for me was picking up a different character archetype that forced me to learn sf skills-i picked up zangief. and, i'm having a blast now, and i've grown as a fg player. i think there's a strong intersection between playing different types of characters, and playing different types of fighting games that can really help you flourish.
I'm currently learning how to understand my opponents through, of all games, For Honor. The options are so one-dimensional and simple, but it's like the only game where I truly do feel like I can watch my opponent move and not have to watch myself. First time ever that I can say I truly understood my opponent and "read" them was today. Memorized reactions they did and even some options they mixed up during a Duel, and I was able to say "I bet the next time I do this, they'll do X or Y". They did exactly what I was thinking they would in our next engagement, and I punished correctly and they ate some very sharp steel. I was basically overdosing on dopamine at that point, it was awesome. Hope I can start learning the opponent rather than auto-piloting. It's a VERY bad habit I have, but at least I have an end goal to strive for now - and it's feeling like a cool guy after I finish reading the book that is called my opponents gameplan >:^)
Yah It took me a while going from Street Fighter to Tekken to understand how to play King sense you've actually got to deal with pressure and make people block but really helped me grow a lot player skill wise
5:51 - "People get so stuck in results based thinking, they get so stuck in thinking there's only 1 way to solve a problem. If you do something and can't explain why you did it, or why something else wasn't the better choice there, then that is a pretty bad sign."
Dope discussion. As someone who can fixate on one character for years I find myself constantly trying to reassess my extreme biases and diversify my autopilot while resisting the urge to rely on my more obvious strengths (which work really well up to a point and then become a hindrance) at the expense of more nuanced decision-making. It’s tough because you’re basically giving up short-term wins for future wins (and collecting losses and salt because your opponents are often still sweaty assholes). It’s also tough because your opponents often get the feeling you’re toying with them or not taking them seriously (because you kinda are) and most people just don’t understand the concept of sparring. The vast majority of players just don’t want to go deeper down their psyche than it takes to win a match or two.
After picking Yuzuriha in UNI I learned so many new things about fighting games in general by playing something really different from what I was used to. I got better execution (actually learned to negative edge, for example), got more knowledgeable about this new playstyle I'm running and it helped me get even better at the normal archetypes I play with.
SF4 was my first serious fighting game and I started with Guy. Probably the worst character to start learning fighting games but i was too hardheaded to wanna switch. He was just cool as AF. Now, I can say his playstyle taught me rushdown and baiting early on but i had to learn footsies too (which you can with Guys good normals). The skills really helped when transitioning to +R learning Sol and Anji. i just now need to learn how to eat paint as a grappler.
I started with Vanila SF4 and my original character and main till the end of USF4 was Rose- I was the complete opposite to you! I learned how to deal with footsies and spacing, whiff punishes, dealing with projectiles, dealing with jumpins when your character has mediocre anti airs, knowledge of frame data for defensive purposes, and because my character's offence was extremely basic, dealing with the strike, throw mixups. However, leaning to do heavy rushdown and going for big pressure and 50/50s were essentially non existent. I remember the first time I tried to learn Guy seriously as one of my training partners was a Guy main and oh man, I could fight against some of EU's top competitors with my main and deal with the UKs finest, but damn, having to rely on pressure based gameplay couldn't make me beat a flowchart ken for the longest, haha. Those skills definitely helped me transition into a lot of neutral based characters over the years, and always playing more neutral and defensively based characters.
@@darknessreaper8056 it's just a meme. Whenever a character is perceived as rewarding lack of thought, they get labeled as unga or for glue eaters or whatever.
This is very true. As a grappler main I became extremely specialized back in the day. I focused on Guilty Gear accent core & Blazblue, so my mains were Potemkin & Iron Tager. While I could squeeze in a command throw while instant blocking a block string I couldn't instant air dash to save my life. I do disagree with the grapplers lacking defensive skills. Maybe in Street Fighter, but in some of those anime fighters like I described earlier you had to deal with a lot of instant overhead setups. I had to deal with that when I was playing Tager back then, and it wasn't a pleasant experience back when he was considered bottom tier.
@@LazyMaybe The amount of people I saw hard counter me with Nu at tournaments drove me insane. Luckily they weren't as good as my friend, but it was a nightmare to deal with. Only fought one good arakune & that experience was enough for me. It's safe to say that I focused more on GGAC than BB:CT for my own sanity.
I had a similar experience learning GG with Justice. I’ve got a decent backdash, I can grab people out of pressure fairly reliably but I never learned how to approach with airdashes or when to FD brake.
We learned about the way we learn in school, considering the 3 stages of learning. The goal is to always be cognitively completing actions, always finding problems and solving them and leaving your pride in the dust to fail time and time again. This is only one reason of why I love playing games, especially fighting games. This video is important.
I love Wrestlers and Grapplers King and R Mika being my favorites. When I was younger I only mained the characters I liked and didn't even bother with learning matchups . My skills capped so fast because to be a good grappler main I didn't know at the time you have to understand the rest of the roster even more thoroughly then others due to the risk that have to be taken. Learning this has brought new fun and knowledge to games and motivated me to have fun and improve by playing character opposite of mine or wouldn't normally be drawn too. Banger Video Sajam!!! 🔥
To complement the “one answer to beat some situation” problem. Armada, who was for a while the best melee player in the world, suggested as a simple path for improvement was to have at least 5 answers to beat a particular situation.
Playing fighterz leveled up my game. I thought I had decent reaction time and mechanics due to my history of playing mk and a little bit of sf but dbfz took my reactions, and more importantly my ability to stay cool under fire, to a whole different level
This is a really good point and explains a lot behind top Street Fighter players like Tokido and Infiltration. Both players used Akuma who were glass cannons in SF4. Both required perfect defence and execution since Akuma contained both low health and tight combo strings (S.Hk > Jab > S.Hk). Perfecting these fundamentals however, enabled them to maximize his high damage potential
I recently got into melee back in March and I joined an online weekly tournament’s discord. I played some friendlies with the guy who runs it and afterwards he said I need to work on my neutral game and gave me some good tips on what I was doing vs. what I should be doing and that’s made a pretty big difference. I still immediately lose in bracket but I can take a game or two off now so I’m getting better.
Does anyone else here make a point of choosing a different type of character-different from anything you’ve mained before-every time you pick up a new game? (Seriously not trying to farm upvotes or something; I’m deeply curious to hear other players’ thoughts on this. I’ve been doing it for years now, and I get the distinct sense that it’s not very common, but I honestly have no idea how unusual it really is.) I just really love these games and I always want to sponge up as much from the experience as possible. I find it allows me to focus on that game’s nature, and helps me to see what makes it unique (both in terms of strategy and fun)... whereas, if I try and use a character that already feels familiar, I tend to get annoyed about every little thing I have to “relearn.” Essentially I want to start with something relatively fresh and discover any similarities as I go, as opposed to starting with something sort of similar and then encountering the differences.
i kinda do this. my reason is that if the characters i play in different games all play differently i won't get confused and try to do something from one game in another. something like "oh i keep forgetting that ken's __ move doesn't combo in 3s, because i am used to it comboing in __ game" in uni i play eltnum because she is a melty character in melty i do not play eltnum, i play streidberg and i play ciel in +r, i have been trying to learn aba because i think she looks really cool in blazblue i play tager in st i play honda and a bit of ryu in 3rd strike i like playing q and dudley though i have also been having fun with hugo recently in tekken i initially played king but now i can only kinda do some asuka stuff in dbfci i like to play misaka because she is from magic index in skullgirls i can do a single squiggly combo, i also like big band and beowulf it is interesting but I have had a lot of difficulty getting into team games (kof, marvel, dbfz) because i have to learn 3 characters before i can play, but maybe once the semester is over i will try to learn a team in one of those games
I know this is an old comment, but I almost never choose characters based on archetypes. I always look at aesthetics firsts, then see how they play (I dont really have a prefered style because I started with this mindset.) Then decide how much effort they will require. A lot of times characters I play, the archetypes they are apart of, dont really feel the same when in other games. I played Vatista in UNI, but dont really like zoners or charge characters in most other games. So its just really a case by case basis but this usually leads to different style of characters in games. (Though with UNI being my first and longest played fighting game I can say Vatista has taught me good and bad things, like having good offense but really bad defense due to her 4f, full incinvible DP, that is also a down up charge input which is really easy and leads to a style of "wait for something that looks like you can DP.")
This is SO true and it fully applies to less traditional fighting games. I play Rivals of Aether, and as a clairen main one of the fundamentals of the game I have to have down packed is spacing. A specific technique I also should know is Dash-Attack cancel Up-Smash, or DACUS. However, a skill I do not have to learn is how and when to properly use a projectile, a skill I would have to learn if I played Zetterburn for instance. Meanwhile, I probably would never need to learn how to DACUS if I played Elliana.
I try to stick with the Shotos, basic kits, all-round skill sets, average health/damage out usually, a fireball or two to maintain distance, an encroachment tool to close in when I feel it's the right time for pressure, but my grabs are absolute garbage and my super inputs aren't exactly the greatest because I know I can lean more on my specials and normals to get the job done.
This is pretty true... as the mouthbreathing, grappler scum I am, I pick up a new game and say to myself, "Who's a good chonk?" and I proceed to figure out what the best way to get in, and what buttons, if any, can be tick-throwed with. THEN I get into some matches and figure out my quickest buttons, best anti air options, and other fundamentals on the fly. Finally, I start focusing on combo optimization.
Not even watched the video just saw the title and this is some real good ass shit As a non Ky player I decided one day to mess around online with him, having never practiced him before, and I ended up using grounded stun edges > if I see them jumping YRC air throw as the core of a very dry Ky gameplan. I had a BLAST with it and it was so simple. Next thing I know, when I'm Travelling to tournaments, I'm gettin people calling out how nice some of my air throws were in matches against them, Teresa thumbsing me up for good defensive air throws against some of the pressure in the mirror. Air throwing wasn't a skill I actively went out of my way to get better at, but by playing a new character where my most simple and condensed gameplan basic was using that mechanic, I naturally improved at implementing said mechanic on my main.
I have to come back to this video so often. My biggest problem is that I literally can not turn off my autopilot in fighting game matches, the only thing I can find myself thinking about in the moment is positioning things. But I tend to get a feel for the person I'm playing against and their habits pretty quick, but it tends to be more subconscious then intentional. I'm not quite sure how to stop doing this tbh, and I've had this problem for a few months now
Changing who I played helped my patience in smash. I went from a Cloud who holds forward and jumps in a lot and realised I need patience. So I decided to pick up Mega Man for a bit, who has the most projectiles in the game. Now I won say he the heaviest zoner, but that is besides the point. It did help with my patience and it got rid of some bad habits as I was playing a new character that didn't have the same options. Now I'm still aggressive and bunny hop (although less), but I no longer only approach. I also switched Cloud to a secondary to Pokémon Trainer because the character matches my playstyle better.
Yessss. BBCT Carl Clover did this to me. I learned decent combo game, resource-management, setplay, and neutral. I really lost out on my mix-up game as a result.
I am the definition of autopiloting. The more I play a game and the better I get the more predictable and flowcharty I get. It happens because it generally works. Easily my biggest weakness.
It reminds me of the Ramlethal vs Potemkin match up in Strive. You would think having dumb neutral would give you the ability to autopilot against Pot, but I found myself quickly disabused of that notion because of Hammer Fall. Just like using sword projectiles in corner as pressure also turned out to be a poor autopilot choice because a Pot can just flick the explosion. That was a match up I was forced to really play way more carefully and assess resources, and I found my success was better that way, finding ways to punish hammerfall with reversal supers and the like and being rewarded for the read.
I think the root cause for the plateau many/all people reach is due to the fact that, at a high level, any game becomes more nuanced and there are fewer and fewer resources available to learn from. The community only knows so much, and after a certain point you have to start innovating on your own.
Learning Sol made me my playstyle habits a bit since one of the archetypes I normally play are Big-Body grapplers (or at least characters that get a ton of damage reward for command grabs since I want to include 3S Makoto). I'm so used to people having the inherent fear or my command grab that I had a legitimately hard time of getting them because my goal was reversed (Get the command grab vs. Use it as your only mixup to make people stop blocking) Also up close stagger pressure is definitely not something I'm used too unless there was a threat of a huge command grab behind it.
I love robo, he's such a fun character, funny quips, funny moves, almost faust tier joke moves on paper but in practice he's a massive troll and he's incredibly capable of making someone mad easily Even when i lose with rob my friends still said they're not satisfied with the victory lmao
This is very true. I started out playing balrog in sfv so I just naturally gravitate towards charge characters. Even when I play motion characters I have a tendency to walk back like I’m holding charge
I started playing fighting games with Decapre in Ultra so I didn't learn how to play real offense, defense, or footsies. But boy howdy can I press buttons like a champ.
That's interesting, on character choice determining the skills. I try to have a main & two subs in all games for some variety, even those w/a small roster, like Fightin Herds. Thanks for the vid.
Playing Answer in Xrd suprisingly forced me to learn so many skills required in fighting games, so I've become a better player overall than if I had picked someone else. The downside is endless suffering, constant giga-braining required, hard work, and seeing Elphelt players slobber on their controllers for free wins :^)
As someone who mained Zero in TvC as my first fighting game ever, i learned jack shit since every turn was my turn. Blazblue taught me oki and RPS but "air dash go brr" is a hard habit to break. Thank God UNIEL wasn't freaking insane and i finally learned a ton of fundamentals.
I remember going from only playing e honda in sf4 to ryu. Before the change I thought FADC was this impossible thing that pros did. It took me like 10 minutes of playing to dp fadc ultra.
See, this is why i switched to Ky from Pot in strive. I was worried that I wouldn’t learn ENOUGH about fighting games even though I was getting sick results with Pot, I literally was like “okay, I learned combos, now i need to learn to airdash”
This is like how I felt when I made the jump from BBCF Nine to BBTAG Nine. I just didn’t feel the same amount of versatility that I got with Nine in Central Fiction, hence why I don’t play Nine in BBTAG at all
thats what I found recently myself, and my solution was to play a different archetype, in smash its a swordie like ike who relies heavier on read than reaction, a very basic advantage state who focuses on ledge pressure, in rivals I want to start using maypul more though I dont get her yet, my main in smash is lucario, my main in roa is sylvanos edit: oh yeah, I also have an issue with autopilotng too, something that happens a lot because people let me get away with too much
When I realized my main char. was unlikely to be included in Tekken 7, I spent the next few months time learning a few characters in the prequel(since Tekken 7 was only available at the arcades back then). My defense unintentionally improved because the character I picked was a beast in defense, kinda weak in pressure game.
This happened recently to me, as an Anji player I picked up Johnny and didn't do very well, when reviewing pro matches I noticed I dash in too much in comparison, when I should be doing pressure from afar. I also now need positional awareness for f.S or 5H.
I played juri in sfv ever since she came out. Only played her. When Dan came out I had so many skills to learn and it took me weeks upon weeks of doing dan things to get some of his strengths/weaknesses down
My character type is "least amount of work." That leads me to different characters but I don't like learning long combos or need crazy fast reflexes. This leads me to characters like Dhalsim, Carl Clover, Chief Thunder, Bridget, T. Hawk. All I want to do is stop whatever my opponent is doing.
Regarding having reasons for doing moves, what I've started to say to myself is "Why would I do it if I didn't believe in it?" That doesn't mean I'm not trying to confirm shit. I've just been playing a ton of Tekken and returning to Guilty Gear and when those stray hits land, you gotta be ready to capitalize. Why am I throwing out pokes if I'm not expecting to hit? Why am I sidestepping if I'm not trying to evade and launch? Why the hell am I throwing a fireball at this spot right now? I find that when I have a reason and believe in the move, I do better, win or lose.
This is why I moved on from playing Leo in Rev2. It made me think I was better than I am as I could skip a lot of the game and just be all over someone better than me with random crossovers and frame traps I didn't even know I was doing half of the time. Once I picked up another one or two characters I immediately lost.. a lot. I was missing quite a lot of the game playing as Leo, having access to easy frame traps and Oki. Also having the luxury of the invincible charge DP that you could wack out between any gaps in a block string really made my defense lackluster as I didn't really have to think much. Working on trying to improve that side of my gameplay now but after just playing Leo for so long it really set a precedent of how I play the game for sure.
Regarding the ending comment, the inverse can also be harmful. I was watching Bonchan play Sagat and it feels like the solution is to just be better at everything and better than everyone you're playing against.
King and Armor King really helped me develop defense and reaction in Tekken 7. Then came Lei Wulong and I cant play characters other than these 3 anymore, since I am having the most fun with them.
I play Hitomi in DOA even though a lot of people say she is trash and still managed to get a high rank. In smash bros I play a lot of characters all because I like them not because they’re top tier.
Playing Nago in Strive made me completely forget about running or air dashing when I select everyone else and Marisa in SF6 made me really bad at anti airs
I'm gonna be honest... Not autopiloting and managing the mental stack always sounds so intimidating when i have trouble getting off even basic stuff and that's why i dont' think I can ever be a true fighting game player, because when I start trying to think about that stuff, my brain is like the pokemon Slowpoke, where it's five seconds behind. I'm trying to think about blocking my opponent's overhead when I've already eaten the low, I'm in a combo, I've missed a point where I could have teched out so their combo is a blue beat and I'm eating the extra damage, and then I have to like... put my head into "what wake-up option do I do? I feel like my brain is on dial-up. I'm a TFH player, so we have a small cast and I do know what they all do and what it looks like when I'm watching matches, but you put that stick in my hands and I'm a calf in the headlights as I try and figure my way around the situations I'm in, and then by the end I'm like... actually physically sweating and my head hurts and I just got 10-0'd and I just... I guess I just gotta play more, but man do I feel hopeless 9/10 and like a fluked my way into victory the other 1/10 times.
One of the main reasons why I’m not gonna be playing Nago when strive comes out. I’m already new to the game I’m not gonna learn it with less movement options just to tilt myself.
This has happened to me real bad as someone who plays almost exclusively zoners. Characters without projectiles just Baffle me and non-keep away based gameplans just kind of...Intimidate me? So I end trying to play defensive keepaway games with like unga bunga rushdown characters and it just doesn't work. But it's really, really hard for me to get my head around how those kinds of characters approach to the point where it just feels like I can't approach at all and thus can't do anything.
I picked up nago because I'm shit at air movement, never remember to use dash macro, have a hard time doing the dash input on stick and I like big normals to keep the bad man away. When I pick up rush down characters I feel like a punching bag because idk jack shit about how to to anything rush down wants to do
makes me think about how playing shotos can make you bad at anti-airing. Playing ryu in older street fighters made me think anti-airs and jump-ins were very cut-and-dry, but in reality they're a very complicated situation, even against shotos. When people say 3s made jumping in too good, they also forget that the main thing thats different about jumping in in 3s is not that you can do a parry in the air, but that you gotta jump really deep to have a combo on hit
If you want a different perspective on antiairing, learn Guile or Dhalsim in ST. You have to know a bunch of really specific and often pretty odd AA options.
As a grapple main: I need only concern myself with my favourite flavour of paint
As a faust main I measure my skill in IPM or "items per minute" gotta keep my numbers up
i used to main bane in injustice 2. unless you were a zoner im activating venom for free armor and bane bomb all day. yeah i know you are gunna wake up attack. still gunna eat that damage and bane bomb you
As a zoner I do love pressing the same button for the whole match.
I like red but sometimes I splurge and get lime
hau do u spelt iello?
Picking Jack-O i learned no one wants to play with me
Just not in that way, anyway.
Arakune players can definitely relate
@@keyblitz_ I honestly enjoy fighting against good arakune players cuz its hella fun and chaotic
I never really understood the Jack-o hate, but I play venom in xrd.
@@zen7ry basically, Jack-O is pretty easy to use, has a meterless dp, can swarm the screen with crap, and never has to approach, so a lot of people find her annoying to fight against
How are you so beginner friendly? How do you still have the thoughts of a beginner? usually people just move on and just live in their top skill level and forget their experience. But you remember, understand and explain precisely.
This is golden
He tries new games all the time so in a sense he’s perpetually a beginner
@@Woodsy2575 i think this is the case because it's how I personally have been able to teach beginners in my scene
@@loogatdisdood He's said himself that he tries new games all time time to have that mindset/perpsective of a new player
Mindfulness, common decency, empathy and sympathy instead of the commonly seen tunnel visioned, elitist gatekeeping attitude coming from players.
@@HighLanderPonyYT he came full circle
"When I do it people block, when he does it it hits"
"When I do it, people always know which button to press, when he does it, it's always a meaty"
Have caught myself thinking that many times
Drip Haru?
This is why I main the random button so I can be equally trash at everything
I mean, they just added Eleven to Street Fighter V, so he’s perfect for you
I think that's what I like to do as a beginner/intermediate player, learning different characters feels more rewarding and fun. I used to play nothing but Marshall Law on Tekken and I wasn't learning anything new, started to find fighting games boring until I learned different characters, I regret playing just one character, it opened up fighting games for me in a big way.
😂😂😂
“Big slow grappler guy”
“Never played one so I don’t have the skillset”
That’s the first step to being a grappler player lmao
Literally. I have no skills, but I got big buttons and a command throw that does half your health. I don't have to be GOOD, I just need to land one hit.
*potemkin busters your comment*
heh, nothin' personal kid
Almost every new fighting game I play, I start with the grappler specifically to learn the game's defensive mechanics. Rolls, spotdodges, pushblock, instant/barrier blocks, etc. You get really acquainted with those when you pick the biggest guy on the roster. It also helps that since they have more health, you are more likely to survive if you make a mistake. It works better when the game is new and everyone is just mashing buttons without purpose. I did it with Tager in Blazblue, Ladiva in Granblue, Team 40k in BBTAG, and it would have been the case in the Strive beta but all I learned was "Megafist go COUNTER"
It's weird playing Tager compared to typical grapplers because of his magnetic shtick. He's hella fun to play tho.
What is team 40k
@@myboy_ Tager/Waldstein. 40,000 HP between them
When i played Smash 4 regularly in high school (ew, smash stinky), I played Ganondorf with this mindset. Hes slow and heavy, and you take a lot of hits. So i got really good with my defensive options on him, and that was a fundamental that carried over to other characters.
In SF3:3S I took nearly a year of losses because I wanted to learn Ibuki out of the gate, but she couldn't take a hit. Then found out how interesting Urien was and finally turned my loss win ratio completely around. I certainly agree the grappler experience will improve your defense game, and adding that skill to anyone on any roster will only improve your play overall.
I think it's not just missing skills, it's habits you can learn with one character that can be counterproductive in another.
I played Makoto in Third Strike obsessively for 3SOE and I thought I was really good. But a lot of the skills I learned never really translated into other fighting games, and not even SF4 nor SF5. Some fundamentals transfer, but I realized I never truly understood the footsies game or the zoning game because 3S Makoto had such good tools to approach and the parry replaced other fundamentals.
I'm a Slayer player, I learned Potemkin a while back, and I have now picked up Faust and it's like I'm learning to play all over again. I love it. They're all so different.
It's like each gg character plays their own game.
@@Setteri_ And I love it.
@@oh_gosh I went from playing Potemkin for like 10 years to learning Testament. Its like a night and day difference of how to play.
Same here. Tho my faust is terribly weak atm, the skills I've noticed I'd have to develop are very very different. And I am not even that aggressive with SL.
first character i ever learned was a rushdown, now i am almost unable to learn any sort of neutral
Going out of your way and learning a character with a different style/gameplan can really widen your horizon and help you improve overall
this is how I've felt going from Balrog to trying to learn characters like Urien lmao
When I hit a plateau one of the things I do is often pick up another character or even another game. Trying to learn something new is a better way to break a plateau and find a new solution than trying to continue learning the same thing from the same direction.
Almost everything I've learned in fighting games I learned as a Potemkin player, so I always default back to that knowledge no matter the character I pick.
You must be really good at backdashing on wakeup lmao
@@lament5516 it's my pride and joy
@Jonathan Fakhoury it's a necessary evil
This is all very relatable even now. I main Hazama in Blazblue, but my second favourite character is Ragna.
Hazama (who I've by far played the most) has on paper really bad neutral buttons, but has an incredible variety of neutral movement/quasi-projectile zoning tools that let him almost entirely avoid playing traditional Blazblue footsies.
When I play Ragna, despite Ragna having phenomenal buttons, I struggle a lot because the whole ebb and flow of whiff punishes and reacting to random crouching confirms off of a 5B for instance is something I legitimately never need on Hazama.
Hazama also has a cmd throw and incredible plus frames on offense, so he has some really good strike throw/microdash pressure, whereas ragna has really REALLY basic mixup options that require you to do a lot with very little.
I dont even play fighting games but alot of these things apply to the card games I play
Just a solid way to learn in general
If you think about it, Fighting games are pretty much a dynamic card game
The point you make at the end was so good, I wish you expanded on that more. Looking at high level players play doesn't help unless you are thinking about their reasoning and the opponents reasoning for why the last play went in someone's favor, and how it led to the next scenario. People get stuck watching and not playing, and then they try to copy those high level set ups without having an opponent who is conditioned for what you are trying to do. It causes a lot of confusion to new players who learn all these mix ups and set ups so you feel ready for your moment, but you never get that moment to shine because the opponent never does the thing you want him to since he has a flow chart that counters yours. Then you feel like you got beat by a worse player when you did this research and you feel bad about your ability to execute when your plan was wrong from the start.
Its hard to think you're close to the people in the top when watching high level GG, all I can think is "Holy shit that was sick"
This definitely can be applied to literally any video game. Great topic of discussion.
this is a great lens to analyze learning fgs! i started off playing anime games like blazblue and melty, and bounced super hard off of street fighter because all the fighting game skills i developed in other games were not effective in sf-pressure and mobiltiy/commitment work very differently, and fighting against my brain was just terribly unfun so i could never quite stick my landing. what ended up working for me was picking up a different character archetype that forced me to learn sf skills-i picked up zangief. and, i'm having a blast now, and i've grown as a fg player. i think there's a strong intersection between playing different types of characters, and playing different types of fighting games that can really help you flourish.
I'm currently learning how to understand my opponents through, of all games, For Honor. The options are so one-dimensional and simple, but it's like the only game where I truly do feel like I can watch my opponent move and not have to watch myself.
First time ever that I can say I truly understood my opponent and "read" them was today. Memorized reactions they did and even some options they mixed up during a Duel, and I was able to say "I bet the next time I do this, they'll do X or Y". They did exactly what I was thinking they would in our next engagement, and I punished correctly and they ate some very sharp steel. I was basically overdosing on dopamine at that point, it was awesome.
Hope I can start learning the opponent rather than auto-piloting. It's a VERY bad habit I have, but at least I have an end goal to strive for now - and it's feeling like a cool guy after I finish reading the book that is called my opponents gameplan >:^)
Picking Elphelt in Xrd sure felt weird af considering my history with shotos and typical rushdowns, ngl.
Yah It took me a while going from Street Fighter to Tekken to understand how to play King sense you've actually got to deal with pressure and make people block but really helped me grow a lot player skill wise
This thumbnail goes so hard lol
5:51 - "People get so stuck in results based thinking, they get so stuck in thinking there's only 1 way to solve a problem. If you do something and can't explain why you did it, or why something else wasn't the better choice there, then that is a pretty bad sign."
Dope discussion. As someone who can fixate on one character for years I find myself constantly trying to reassess my extreme biases and diversify my autopilot while resisting the urge to rely on my more obvious strengths (which work really well up to a point and then become a hindrance) at the expense of more nuanced decision-making. It’s tough because you’re basically giving up short-term wins for future wins (and collecting losses and salt because your opponents are often still sweaty assholes). It’s also tough because your opponents often get the feeling you’re toying with them or not taking them seriously (because you kinda are) and most people just don’t understand the concept of sparring. The vast majority of players just don’t want to go deeper down their psyche than it takes to win a match or two.
After picking Yuzuriha in UNI I learned so many new things about fighting games in general by playing something really different from what I was used to. I got better execution (actually learned to negative edge, for example), got more knowledgeable about this new playstyle I'm running and it helped me get even better at the normal archetypes I play with.
SF4 was my first serious fighting game and I started with Guy. Probably the worst character to start learning fighting games but i was too hardheaded to wanna switch. He was just cool as AF. Now, I can say his playstyle taught me rushdown and baiting early on but i had to learn footsies too (which you can with Guys good normals). The skills really helped when transitioning to +R learning Sol and Anji. i just now need to learn how to eat paint as a grappler.
Start with glue. Transition to paint.
I started with Vanila SF4 and my original character and main till the end of USF4 was Rose- I was the complete opposite to you! I learned how to deal with footsies and spacing, whiff punishes, dealing with projectiles, dealing with jumpins when your character has mediocre anti airs, knowledge of frame data for defensive purposes, and because my character's offence was extremely basic, dealing with the strike, throw mixups. However, leaning to do heavy rushdown and going for big pressure and 50/50s were essentially non existent. I remember the first time I tried to learn Guy seriously as one of my training partners was a Guy main and oh man, I could fight against some of EU's top competitors with my main and deal with the UKs finest, but damn, having to rely on pressure based gameplay couldn't make me beat a flowchart ken for the longest, haha. Those skills definitely helped me transition into a lot of neutral based characters over the years, and always playing more neutral and defensively based characters.
@@Pandaman64 I'm really new. What do the terms glue and paint me in the context of fighting games?
@@darknessreaper8056 it's just a meme. Whenever a character is perceived as rewarding lack of thought, they get labeled as unga or for glue eaters or whatever.
This is very true. As a grappler main I became extremely specialized back in the day. I focused on Guilty Gear accent core & Blazblue, so my mains were Potemkin & Iron Tager. While I could squeeze in a command throw while instant blocking a block string I couldn't instant air dash to save my life. I do disagree with the grapplers lacking defensive skills. Maybe in Street Fighter, but in some of those anime fighters like I described earlier you had to deal with a lot of instant overhead setups. I had to deal with that when I was playing Tager back then, and it wasn't a pleasant experience back when he was considered bottom tier.
calamity trigger tager vs nu/arakune 💀
@@LazyMaybe The amount of people I saw hard counter me with Nu at tournaments drove me insane. Luckily they weren't as good as my friend, but it was a nightmare to deal with. Only fought one good arakune & that experience was enough for me. It's safe to say that I focused more on GGAC than BB:CT for my own sanity.
I had a similar experience learning GG with Justice. I’ve got a decent backdash, I can grab people out of pressure fairly reliably but I never learned how to approach with airdashes or when to FD brake.
We learned about the way we learn in school, considering the 3 stages of learning. The goal is to always be cognitively completing actions, always finding problems and solving them and leaving your pride in the dust to fail time and time again. This is only one reason of why I love playing games, especially fighting games. This video is important.
I love Wrestlers and Grapplers King and R Mika being my favorites. When I was younger I only mained the characters I liked and didn't even bother with learning matchups . My skills capped so fast because to be a good grappler main I didn't know at the time you have to understand the rest of the roster even more thoroughly then others due to the risk that have to be taken. Learning this has brought new fun and knowledge to games and motivated me to have fun and improve by playing character opposite of mine or wouldn't normally be drawn too. Banger Video Sajam!!! 🔥
To complement the “one answer to beat some situation” problem. Armada, who was for a while the best melee player in the world, suggested as a simple path for improvement was to have at least 5 answers to beat a particular situation.
Playing fighterz leveled up my game. I thought I had decent reaction time and mechanics due to my history of playing mk and a little bit of sf but dbfz took my reactions, and more importantly my ability to stay cool under fire, to a whole different level
Dbfz is a really good game to learn blocking. I was surprised how good my defense was in Strive after moving over.
Maining Sakura has taught me the importants of panty shots on overheads.
RESPECT
This is a really good point and explains a lot behind top Street Fighter players like Tokido and Infiltration.
Both players used Akuma who were glass cannons in SF4. Both required perfect defence and execution since Akuma contained both low health and tight combo strings (S.Hk > Jab > S.Hk). Perfecting these fundamentals however, enabled them to maximize his high damage potential
Playing different characters besides just grinding away at my main has helped me become a more complete and wellrounded player
I recently got into melee back in March and I joined an online weekly tournament’s discord. I played some friendlies with the guy who runs it and afterwards he said I need to work on my neutral game and gave me some good tips on what I was doing vs. what I should be doing and that’s made a pretty big difference. I still immediately lose in bracket but I can take a game or two off now so I’m getting better.
thanks for explaining this in an easy to digest format. i 've tried explaining this to people before to no success
Does anyone else here make a point of choosing a different type of character-different from anything you’ve mained before-every time you pick up a new game?
(Seriously not trying to farm upvotes or something; I’m deeply curious to hear other players’ thoughts on this. I’ve been doing it for years now, and I get the distinct sense that it’s not very common, but I honestly have no idea how unusual it really is.)
I just really love these games and I always want to sponge up as much from the experience as possible.
I find it allows me to focus on that game’s nature, and helps me to see what makes it unique (both in terms of strategy and fun)... whereas, if I try and use a character that already feels familiar, I tend to get annoyed about every little thing I have to “relearn.”
Essentially I want to start with something relatively fresh and discover any similarities as I go, as opposed to starting with something sort of similar and then encountering the differences.
i kinda do this. my reason is that if the characters i play in different games all play differently i won't get confused and try to do something from one game in another. something like "oh i keep forgetting that ken's __ move doesn't combo in 3s, because i am used to it comboing in __ game"
in uni i play eltnum because she is a melty character
in melty i do not play eltnum, i play streidberg and i play ciel
in +r, i have been trying to learn aba because i think she looks really cool
in blazblue i play tager
in st i play honda and a bit of ryu
in 3rd strike i like playing q and dudley though i have also been having fun with hugo recently
in tekken i initially played king but now i can only kinda do some asuka stuff
in dbfci i like to play misaka because she is from magic index
in skullgirls i can do a single squiggly combo, i also like big band and beowulf
it is interesting but I have had a lot of difficulty getting into team games (kof, marvel, dbfz) because i have to learn 3 characters before i can play, but maybe once the semester is over i will try to learn a team in one of those games
I know this is an old comment, but I almost never choose characters based on archetypes. I always look at aesthetics firsts, then see how they play (I dont really have a prefered style because I started with this mindset.) Then decide how much effort they will require. A lot of times characters I play, the archetypes they are apart of, dont really feel the same when in other games. I played Vatista in UNI, but dont really like zoners or charge characters in most other games. So its just really a case by case basis but this usually leads to different style of characters in games. (Though with UNI being my first and longest played fighting game I can say Vatista has taught me good and bad things, like having good offense but really bad defense due to her 4f, full incinvible DP, that is also a down up charge input which is really easy and leads to a style of "wait for something that looks like you can DP.")
Big slow guy is my favorite type of character. Im really happy strive introduced a new one that is not a grappler.
This is SO true and it fully applies to less traditional fighting games. I play Rivals of Aether, and as a clairen main one of the fundamentals of the game I have to have down packed is spacing. A specific technique I also should know is Dash-Attack cancel Up-Smash, or DACUS. However, a skill I do not have to learn is how and when to properly use a projectile, a skill I would have to learn if I played Zetterburn for instance.
Meanwhile, I probably would never need to learn how to DACUS if I played Elliana.
I try to stick with the Shotos, basic kits, all-round skill sets, average health/damage out usually, a fireball or two to maintain distance, an encroachment tool to close in when I feel it's the right time for pressure, but my grabs are absolute garbage and my super inputs aren't exactly the greatest because I know I can lean more on my specials and normals to get the job done.
This is pretty true... as the mouthbreathing, grappler scum I am, I pick up a new game and say to myself, "Who's a good chonk?" and I proceed to figure out what the best way to get in, and what buttons, if any, can be tick-throwed with.
THEN I get into some matches and figure out my quickest buttons, best anti air options, and other fundamentals on the fly. Finally, I start focusing on combo optimization.
forget 2 minute character tuts, make a 2 minute "how to make a gameplan in any game ever and never autopilot" tut
As someone who just transitioned to a footsie/ space control character I love misplacing myself and running face first into moves
Not even watched the video just saw the title and this is some real good ass shit
As a non Ky player I decided one day to mess around online with him, having never practiced him before, and I ended up using grounded stun edges > if I see them jumping YRC air throw as the core of a very dry Ky gameplan. I had a BLAST with it and it was so simple.
Next thing I know, when I'm Travelling to tournaments, I'm gettin people calling out how nice some of my air throws were in matches against them, Teresa thumbsing me up for good defensive air throws against some of the pressure in the mirror. Air throwing wasn't a skill I actively went out of my way to get better at, but by playing a new character where my most simple and condensed gameplan basic was using that mechanic, I naturally improved at implementing said mechanic on my main.
This is why Sim players don't know how to hold down-back
I have to come back to this video so often. My biggest problem is that I literally can not turn off my autopilot in fighting game matches, the only thing I can find myself thinking about in the moment is positioning things. But I tend to get a feel for the person I'm playing against and their habits pretty quick, but it tends to be more subconscious then intentional. I'm not quite sure how to stop doing this tbh, and I've had this problem for a few months now
Changing who I played helped my patience in smash. I went from a Cloud who holds forward and jumps in a lot and realised I need patience. So I decided to pick up Mega Man for a bit, who has the most projectiles in the game. Now I won say he the heaviest zoner, but that is besides the point. It did help with my patience and it got rid of some bad habits as I was playing a new character that didn't have the same options. Now I'm still aggressive and bunny hop (although less), but I no longer only approach. I also switched Cloud to a secondary to Pokémon Trainer because the character matches my playstyle better.
Yessss. BBCT Carl Clover did this to me.
I learned decent combo game, resource-management, setplay, and neutral. I really lost out on my mix-up game as a result.
I am the definition of autopiloting. The more I play a game and the better I get the more predictable and flowcharty I get. It happens because it generally works. Easily my biggest weakness.
I always learn a single character, then I try to pick another character and I get severely beat down. So I come back to my previous character...
This goes for different games too, it's really absurd how different games emphasize and develop different FG skills.
It reminds me of the Ramlethal vs Potemkin match up in Strive. You would think having dumb neutral would give you the ability to autopilot against Pot, but I found myself quickly disabused of that notion because of Hammer Fall. Just like using sword projectiles in corner as pressure also turned out to be a poor autopilot choice because a Pot can just flick the explosion.
That was a match up I was forced to really play way more carefully and assess resources, and I found my success was better that way, finding ways to punish hammerfall with reversal supers and the like and being rewarded for the read.
I think the root cause for the plateau many/all people reach is due to the fact that, at a high level, any game becomes more nuanced and there are fewer and fewer resources available to learn from. The community only knows so much, and after a certain point you have to start innovating on your own.
can't really call it a plateau if you're still at ground floor
Learning Sol made me my playstyle habits a bit since one of the archetypes I normally play are Big-Body grapplers (or at least characters that get a ton of damage reward for command grabs since I want to include 3S Makoto). I'm so used to people having the inherent fear or my command grab that I had a legitimately hard time of getting them because my goal was reversed (Get the command grab vs. Use it as your only mixup to make people stop blocking)
Also up close stagger pressure is definitely not something I'm used too unless there was a threat of a huge command grab behind it.
i just noticed that core A gaming has a video on auto piloting in Fighting Games, the man really is good
Autopilot, I’ve never thought about it like that but I 💯 percent agree with you sir! Great analysis and advice!
I love robo, he's such a fun character, funny quips, funny moves, almost faust tier joke moves on paper but in practice he's a massive troll and he's incredibly capable of making someone mad easily
Even when i lose with rob my friends still said they're not satisfied with the victory lmao
ikr? fucking taunt wakeup is so goddamn funny people always get caught
2:00 is what stood out to me the most.
Playing ganon really taught me how to play defensive at disadvantage
And how to get back on stage and do mixups to get back on stage
This is very true. I started out playing balrog in sfv so I just naturally gravitate towards charge characters. Even when I play motion characters I have a tendency to walk back like I’m holding charge
I started playing fighting games with Decapre in Ultra so I didn't learn how to play real offense, defense, or footsies.
But boy howdy can I press buttons like a champ.
That's interesting, on character choice determining the skills.
I try to have a main & two subs in all games for some variety, even those w/a small roster, like Fightin Herds.
Thanks for the vid.
Playing Answer in Xrd suprisingly forced me to learn so many skills required in fighting games, so I've become a better player overall than if I had picked someone else. The downside is endless suffering, constant giga-braining required, hard work, and seeing Elphelt players slobber on their controllers for free wins :^)
As someone who mained Zero in TvC as my first fighting game ever, i learned jack shit since every turn was my turn. Blazblue taught me oki and RPS but "air dash go brr" is a hard habit to break.
Thank God UNIEL wasn't freaking insane and i finally learned a ton of fundamentals.
I remember going from only playing e honda in sf4 to ryu. Before the change I thought FADC was this impossible thing that pros did. It took me like 10 minutes of playing to dp fadc ultra.
See, this is why i switched to Ky from Pot in strive. I was worried that I wouldn’t learn ENOUGH about fighting games even though I was getting sick results with Pot, I literally was like “okay, I learned combos, now i need to learn to airdash”
This is why it’s always good to learn diff types of characters
This is like how I felt when I made the jump from BBCF Nine to BBTAG Nine. I just didn’t feel the same amount of versatility that I got with Nine in Central Fiction, hence why I don’t play Nine in BBTAG at all
5:14 shit why is this so true. The words are so accurate. That's me dude
Amazing video. Very enlightening.
Keep talking about Robo Ky. No other content please. The Robo Ky fan base will love it
yess
thats what I found recently myself, and my solution was to play a different archetype, in smash its a swordie like ike who relies heavier on read than reaction, a very basic advantage state who focuses on ledge pressure, in rivals I want to start using maypul more though I dont get her yet, my main in smash is lucario, my main in roa is sylvanos
edit: oh yeah, I also have an issue with autopilotng too, something that happens a lot because people let me get away with too much
crazy how this stuff is so 1 to 1 with life coaching as well
When I realized my main char. was unlikely to be included in Tekken 7, I spent the next few months time learning a few characters in the prequel(since Tekken 7 was only available at the arcades back then). My defense unintentionally improved because the character I picked was a beast in defense, kinda weak in pressure game.
This happened recently to me, as an Anji player I picked up Johnny and didn't do very well, when reviewing pro matches I noticed I dash in too much in comparison, when I should be doing pressure from afar. I also now need positional awareness for f.S or 5H.
Picking Isabelle, I have figured out the most efficient and painful torture methods possible. Really helps my gameplay
For someone with ADHD, I hyperfocus or autopilot for 3 hours straight.
As a Bryan main, I only know how to keepout and occasionally unga bunga.
Carried by the DP crutch lmao
I played juri in sfv ever since she came out. Only played her.
When Dan came out I had so many skills to learn and it took me weeks upon weeks of doing dan things to get some of his strengths/weaknesses down
Dan has only been out for like 3 weeks lol
I posted this as a comment on the plateau video so I'm taking full credit here
My character type is "least amount of work." That leads me to different characters but I don't like learning long combos or need crazy fast reflexes. This leads me to characters like Dhalsim, Carl Clover, Chief Thunder, Bridget, T. Hawk. All I want to do is stop whatever my opponent is doing.
Needed this one today thx
Play spinal in killer instinct and it's taught me how to defend and overwhelm. Can't do much else now lol
Regarding having reasons for doing moves, what I've started to say to myself is "Why would I do it if I didn't believe in it?" That doesn't mean I'm not trying to confirm shit. I've just been playing a ton of Tekken and returning to Guilty Gear and when those stray hits land, you gotta be ready to capitalize. Why am I throwing out pokes if I'm not expecting to hit? Why am I sidestepping if I'm not trying to evade and launch? Why the hell am I throwing a fireball at this spot right now?
I find that when I have a reason and believe in the move, I do better, win or lose.
This is why I moved on from playing Leo in Rev2. It made me think I was better than I am as I could skip a lot of the game and just be all over someone better than me with random crossovers and frame traps I didn't even know I was doing half of the time. Once I picked up another one or two characters I immediately lost.. a lot. I was missing quite a lot of the game playing as Leo, having access to easy frame traps and Oki. Also having the luxury of the invincible charge DP that you could wack out between any gaps in a block string really made my defense lackluster as I didn't really have to think much. Working on trying to improve that side of my gameplay now but after just playing Leo for so long it really set a precedent of how I play the game for sure.
Regarding the ending comment, the inverse can also be harmful. I was watching Bonchan play Sagat and it feels like the solution is to just be better at everything and better than everyone you're playing against.
I'm so unbelievably guilty of giving the "idk" response when im asked why i did something. I think this means i'm very guilty of autopiloting... :(
Same here. I autopilot playing Ramlethal and Jack-O lol
If udk what you're doing, they can't possibly anticipate
King and Armor King really helped me develop defense and reaction in Tekken 7. Then came Lei Wulong and I cant play characters other than these 3 anymore, since I am having the most fun with them.
I play Hitomi in DOA even though a lot of people say she is trash and still managed to get a high rank. In smash bros I play a lot of characters all because I like them not because they’re top tier.
Playing Nago in Strive made me completely forget about running or air dashing when I select everyone else and Marisa in SF6 made me really bad at anti airs
I'm gonna be honest...
Not autopiloting and managing the mental stack always sounds so intimidating when i have trouble getting off even basic stuff and that's why i dont' think I can ever be a true fighting game player, because when I start trying to think about that stuff, my brain is like the pokemon Slowpoke, where it's five seconds behind. I'm trying to think about blocking my opponent's overhead when I've already eaten the low, I'm in a combo, I've missed a point where I could have teched out so their combo is a blue beat and I'm eating the extra damage, and then I have to like... put my head into "what wake-up option do I do?
I feel like my brain is on dial-up. I'm a TFH player, so we have a small cast and I do know what they all do and what it looks like when I'm watching matches, but you put that stick in my hands and I'm a calf in the headlights as I try and figure my way around the situations I'm in, and then by the end I'm like... actually physically sweating and my head hurts and I just got 10-0'd and I just... I guess I just gotta play more, but man do I feel hopeless 9/10 and like a fluked my way into victory the other 1/10 times.
One of the main reasons why I’m not gonna be playing Nago when strive comes out. I’m already new to the game I’m not gonna learn it with less movement options just to tilt myself.
This has happened to me real bad as someone who plays almost exclusively zoners. Characters without projectiles just Baffle me and non-keep away based gameplans just kind of...Intimidate me? So I end trying to play defensive keepaway games with like unga bunga rushdown characters and it just doesn't work. But it's really, really hard for me to get my head around how those kinds of characters approach to the point where it just feels like I can't approach at all and thus can't do anything.
I picked up nago because I'm shit at air movement, never remember to use dash macro, have a hard time doing the dash input on stick and I like big normals to keep the bad man away. When I pick up rush down characters I feel like a punching bag because idk jack shit about how to to anything rush down wants to do
makes me think about how playing shotos can make you bad at anti-airing. Playing ryu in older street fighters made me think anti-airs and jump-ins were very cut-and-dry, but in reality they're a very complicated situation, even against shotos. When people say 3s made jumping in too good, they also forget that the main thing thats different about jumping in in 3s is not that you can do a parry in the air, but that you gotta jump really deep to have a combo on hit
If you want a different perspective on antiairing, learn Guile or Dhalsim in ST. You have to know a bunch of really specific and often pretty odd AA options.
My biggest plateau was using fuma shuriken over aegis reflector🤷🏻♂️