Different game but this is why I started with Vegito in DBFZ. His 5L is so damn long, it gave all two of my neurons time to realize I got a hit and confirm into the correct combo.
Really love your channel. I'm one of those people that played SF2 and 5 years ago didn't know there were professional SF players. I appreciate your commentary, it's made even being a spectator so much more enjoyable because now I know the basics of what they're trying to do. Looking forward to seeing your next tournament run, congrats on NLBC!
This topic is essentially how I went from being a Super Bronze to being a Super Silver player. Despite learning some medium combos, I often found myself having to mash jab. Then over time I realized I could cancel into a special, and as a result I was simply hitting harder and winning more.
Thanks Brian, I found this to be a really clear explanation. I've just got to Ultra Bronze and I can feel exactly what you describe starting to happen, ie matches being won or lost because of who got the best conversions. Feels amazing to do like 25% damage from a random encounter in neutral, but as ever it's being able to do it consistently and under pressure that matters.
One thing I like about Brian's videos is some of the topics is stuff i know but i dont practice, like this. Which means im not trash I just need to train harder
Me personally, I mainly have a problem with combos themselves. I can do combos no problem, and actual conversions aren't my weak point. But in neutral, I'll get a hit, and not be prepared, thus losing the opportunity to convert. Or, I get a combo started, but I'm a bit slow, and I end up doing something real unsafe. So basically, this video is perfect for me. Just practice my combos, learn to recognize hits better, and that's one of my major issues improved
this was and continues to be really difficult for me. but ive found that progressing my practice has been really helpful - set guard to random and practice the confirm, aiming to never confirm if you get blocked and to pull the trigger when you dont, just like brian says - going into challenge mode, easy is good enough, and trying to land it on the bots while they move around and actively try to hit back. for half the matches deliberately jumping over them to confirm on the other side of the screen. for some reason this works better for my brain than just setting the dummy to CPU level 1 or whatever. i dont know why lol - going into ranked and deliberately only practicing this confirm, maybe some other stuff if they run away a lot or whatever, but when close only trying to do this - if i fuck up royal against a real person i start over back in training with bot set to random. repeat
I have to say as a low-level street fighter player I actually don't know what to convert my stray hits into. You are absolutely right when you say I am not paying attention to actually getting the hit, but when I do I don't know the best option for converting that into big damage. This is my biggest problem with most fighting games what is my best combo option route to take.
I remember entering the zone once back when I was getting into actual locals in my area and actually pulling off Abigail's old 3 hit light confirm on someone. Dunno why it was such an accomplishment for me.
Set the training mode dummy to do different things on wakeup: jab, throw, block, backdash, etc, then practice attacking them on their wake up and see what works against what. Especially if you’re in low ranks, something I like to do: if you knock down a character with a DP and they have meter, just walk up and block. Most of the time they’ll just dig their own grave
my experience is that i learned this lesson naturally through becoming a Dan main. if you don't take every single opportunity you have to start pressure or convert a stray light or medium into a combo, you'll lose every time. but other characters doing like 3x the damage dan does doesnt matter if you dont let them play >:)
As a more defensive smash player trying to pick up more aggressive combo focused characters in Smash, I wish I knew this stuff earlier (Maybe I'll pick up Ryu/Ken or even Terry as well and crossover into another fighting game with them someday). I had to learn it the hard way. At least Brain is there to help other people learn this stuff though!
@@jelle1265 It's not 100% the same, but the general idea behind it is. Of course this doesn't apply for all characters in Smash, just the more combo focused ones.
Its hard since they don't break it down to you or have many strings like Tekken or MK. If you check out frame traps on RUclips that's pretty much how you HAVE to do combos, just using the numbers to find out what technically links together
@@snrz150 One easy way to do it is have a simple combo that is also a block string and a frame trap. Medium punches that link to themselves are where you see this a lot.
Depends on what you use. The shortcut is down, down forward, down. On hitbox/keyboard you can tap forward twice while holding down and get the motion. on pad or stick you can just kinda wiggle it forward to get that input
Also try your best to always end DP motions on down forward, not forward. Most characters who have a DP have a super on double quarter circle forward, and if you end your DP on forward, you can easily get super instead. You don't want that.
If you play on pad you can try doing just down forward two times then punch, I find that most reliable. It’s gonna feel weird at first but after like 30 mins you’ll start getting the hang of it
pretty new to SFV and the issue I have is getting close enough to do more than a 1 hit confirm. I feel like I'm always at that range where one blocked attack will push me too far away for a 2nd or 3rd attack to connect. Usually the only times I get a decent blockstring or hit confirm combo going is after a jump in which is probably not a good habit to get into. Similarly when I block opponents attacks I have trouble punishing them because they're usually too far from the pushback for me to do a combo off of a light attack.
Trying to punish a move your opponent throws can be very difficult if not impossible if your opponent spaced it correctly, so try to punish when you know they'll end up close enough. You should keep jumping on your opponents. You may think it is a bad habit because going into the upper ranks people get smoked for jumping too much, however that is because generally the higher your rank the better your opponent's overall defense and anti air game is. If your opponents cannot punish jump ins then that's a weakness for you to exploit, so jump on em!!! As for the rest, you'll naturally learn through playing more
Some characters are harder/easier to confirm with. Timing is different. It’s hard for me to convert with G but easy with Seth/Poison. I need more practice lol.
Ugh I don't know why but I never convert my (Akuma) st.lp. I really need to practice those. I guess what throws me off is when they are crouching and I know the light tatsu will wiff and so I just play it safe and don't try to convert.
@@coreyhenderson5899 yeah I was fighting Akuma and all my days playing Street fighter I've never played someone that read every single move I made. It was like we were both hating each other but only I received the damage LOL
Brian, please talk to me about pressuring, hit confirming, and counter hit confirming in SFV. IE, let's say I'm playing Seth (I am not a Seth main) and I'm attempting to pressure someone with CR MP. CR MP is a sick tool because of the following: 1. Normal hit -> I get ST MP target combo and basically whatever I want. 2. Counter hit -> I get ST HP counter hit confirm for huge damage 3. Blocked -> I'm still +2. I can keep the pressure on, , walk in throw, bait a DP frame trap, etc I believe if CR MP is blocked, there's about 22F of hit stun/block stun to react to 1,2, or 3. Is it humanly possible for me to HARD REACT to all 3 scenarios and pick the right option if I have the dummy on random block and random counter? I have practiced this and can't seem to get it down. I can react to 2 of the above options at once, but not all 3...
Which characters have the easiest and hardest conversions? I feel like Cammy actually has hard conversions, which is why Cammy has a terrible overall winning percentage online.
I feel like when I play I’m always either being counter hit or thrown, like I never have an opportunity to put of pressure and like every other character is oppressive. I’m learning G so I’m trying to get better at anti airing and punishing but I still feel like I can’t play the game 90% of the time, any tips?
my problem is that i have a hard time acknowledging that my move managed to hit/got blocked because it happens too fast. this happend with kage, for example, when a nice combo i went for started with 2mp, and i had only like 5 frames of hitstun to see if it hit or was blocked, which would result in me using my tatsu, hitting my opponents shield and getting punished
@@jelle1265 thats makes sense, but the second hit usually doesnt hit because they end up too far. i know you can use his qcfP if this happens, but its just too complicated to see in 6 frames
@@jelle1265 yeah, that would work actually, but the problem is that the lk has really low range. i dont play gill either, im talking about kage haha. his cmp is part of his b&b, everything can come out of it. im starting to think that im just too slow lol
Now that I'm confirming for damage my whole gane has changed. I can use Lucia's vskill 2 now for footsies and punishing fireballs and don't have the option to do the lazy combo with vskill 1 after heavy Tatsu that I was always using before. Im hunting that EX Tatsu only off my mediums.. A lot of fun figuring this out I bet I'll be in silver this weekend.
Why not do crouching heavy, buffer the motion input, and react to if it landed or not to determine if you do the cancel? New player question btw **Edit: my question in reference to 1:45
I'd imagine that with a light string you can get a frame trap going. It's not as if your method is not a valid strategy however; for the sake of the video, Brian probably didn't want to give new players too much information to process.
@@blank_e1 heavy upper is punishable on block, and whiffs on crouchers, and cr. Hp is -5 on block. If you did want to do this though you can actually cancel it on reaction, 16f window.
I love how people teach you WHAT to do, but now HOW to do it. This is a vague, common sense tutorial. What needs to be taught is how to do combos in this game when the red meter eats your button presses.
The man in chat who said “it’s not -10 if I mash harder” LMAO
That one got me good, thanks for pointing that out.
I had to leave in the middle of watching this video on my desktop and when I came back that was the comment over Brian's head lol
That made me laugh ty for pointing that out
If there's something I learned from playing Guilty Gear is that you're only minus if you're a b*tch
When Brian said oki throw, google thought he said okay google and went boop boop and searched for free knockdown
Different game but this is why I started with Vegito in DBFZ. His 5L is so damn long, it gave all two of my neurons time to realize I got a hit and confirm into the correct combo.
Same. Extra chromosome gang rise up
Yessir
“Im gonna hit you with an even harder hitting combo” *gigaton blow whiffs* pure unintentional comedy
Really love your channel. I'm one of those people that played SF2 and 5 years ago didn't know there were professional SF players. I appreciate your commentary, it's made even being a spectator so much more enjoyable because now I know the basics of what they're trying to do. Looking forward to seeing your next tournament run, congrats on NLBC!
This topic is essentially how I went from being a Super Bronze to being a Super Silver player. Despite learning some medium combos, I often found myself having to mash jab. Then over time I realized I could cancel into a special, and as a result I was simply hitting harder and winning more.
This explains why I feel like I do so much work and then my opponent does very little to catch up and beat me.
About to start calling this man Brian_Facts 🙏🏾
Truuuuue
What else would the F start for? Fuckin?
@@CriticalThought004 🤣🤣
@@CriticalThought004 Fundamentals
@@CriticalThought004Furry
Brian upload?? Pog
Yees.
Always on time
Bogart comment?? Pog
Y'all need to work on converting that watch time into the subscribe button
Thanks Brian, I found this to be a really clear explanation. I've just got to Ultra Bronze and I can feel exactly what you describe starting to happen, ie matches being won or lost because of who got the best conversions. Feels amazing to do like 25% damage from a random encounter in neutral, but as ever it's being able to do it consistently and under pressure that matters.
One thing I like about Brian's videos is some of the topics is stuff i know but i dont practice, like this. Which means im not trash I just need to train harder
Moral of the video: hit confirming, refine it until it becomes an art form in your gameplay.
Me personally, I mainly have a problem with combos themselves. I can do combos no problem, and actual conversions aren't my weak point.
But in neutral, I'll get a hit, and not be prepared, thus losing the opportunity to convert. Or, I get a combo started, but I'm a bit slow, and I end up doing something real unsafe.
So basically, this video is perfect for me. Just practice my combos, learn to recognize hits better, and that's one of my major issues improved
this was and continues to be really difficult for me. but ive found that progressing my practice has been really helpful
- set guard to random and practice the confirm, aiming to never confirm if you get blocked and to pull the trigger when you dont, just like brian says
- going into challenge mode, easy is good enough, and trying to land it on the bots while they move around and actively try to hit back. for half the matches deliberately jumping over them to confirm on the other side of the screen. for some reason this works better for my brain than just setting the dummy to CPU level 1 or whatever. i dont know why lol
- going into ranked and deliberately only practicing this confirm, maybe some other stuff if they run away a lot or whatever, but when close only trying to do this
- if i fuck up royal against a real person i start over back in training with bot set to random. repeat
I learn more things from Brian on RUclips than I do from a teacher in a classroom
6:02 Nord VPN subliminal message
Word! Do what’s best for the community
This is really good. A Brian_F educational video all-timer.
super useful, thanks!
Thanks Brian as a rog main after finding your channel I’ve gotten a lot better and I’m sure I’ll try to learn this as well
I have to say as a low-level street fighter player I actually don't know what to convert my stray hits into. You are absolutely right when you say I am not paying attention to actually getting the hit, but when I do I don't know the best option for converting that into big damage. This is my biggest problem with most fighting games what is my best combo option route to take.
This was immensely useful for me, thank you
Starting to learn the fundamentals of fighting games and this video was extremely helpful
Amazing lesson, I now know what to train on
Brian_F dropping knowledge again on conversions and confirms...awesome teachings
I’ve noticed this too. I have to train myself to perfect my go-to converts. Will do.
I remember entering the zone once back when I was getting into actual locals in my area and actually pulling off Abigail's old 3 hit light confirm on someone. Dunno why it was such an accomplishment for me.
fucking nailed it with ACTION good job past bryan
this is so true, my friend plays gill and can convert off of literally every hit and he looks god like.
I'm genuinely surprised I haven't seen any Bryan Hawk comments. Him and Rog are basically the same person
When I get a knockdown they are just invincible and they basically have the advantage on me somehow
Set the training mode dummy to do different things on wakeup: jab, throw, block, backdash, etc, then practice attacking them on their wake up and see what works against what.
Especially if you’re in low ranks, something I like to do: if you knock down a character with a DP and they have meter, just walk up and block. Most of the time they’ll just dig their own grave
my experience is that i learned this lesson naturally through becoming a Dan main. if you don't take every single opportunity you have to start pressure or convert a stray light or medium into a combo, you'll lose every time.
but other characters doing like 3x the damage dan does doesnt matter if you dont let them play >:)
One of the most important things you can learn is to combo from lights.
Thank you Brian-sensei 🤓
Perfect 👍
thanks brian
Awesome vid! Thanks a ton for putting this content out there, its very appreciated!
As a more defensive smash player trying to pick up more aggressive combo focused characters in Smash, I wish I knew this stuff earlier (Maybe I'll pick up Ryu/Ken or even Terry as well and crossover into another fighting game with them someday). I had to learn it the hard way. At least Brain is there to help other people learn this stuff though!
this doesnt apply to smash atall tho?
@@jelle1265 It's not 100% the same, but the general idea behind it is. Of course this doesn't apply for all characters in Smash, just the more combo focused ones.
Brian: You need to recognize if they're getting hit
SF5: You hit! oh wait actually amma roll that back, turns out he blocked
I took this video and converted it into a college acceptance
Great vid, really relatable.
There should be a different hit spark on counter hit
I am very noob at fighting games, those video are awesome. Thanks :)
Block string theory
Thanks Sajam
This is genuinely good stuff. Pay attention fellow apes. Thanks
I stopped playing sf cuz I’m a scrub who doesn’t understand how to combo. Still love seeing these videos
Its hard since they don't break it down to you or have many strings like Tekken or MK. If you check out frame traps on RUclips that's pretty much how you HAVE to do combos, just using the numbers to find out what technically links together
@@mangomane420 wym frame traps are how you have to do combos?
Hey man, everyone starts without being able to do combos. ANYONE can learn to be a good fighting game player :)
@@snrz150 One easy way to do it is have a simple combo that is also a block string and a frame trap. Medium punches that link to themselves are where you see this a lot.
@@snrz150 Doing a frame trap is a common way to get the hit that lets you start your combo.
I have a difficult time doing dp inputs while crouching (i main g) is there a constant way i could do the inputs so i can get a better conversion?
just wiggle while holding down-forward
Down forward, down, down forward.
Depends on what you use. The shortcut is down, down forward, down. On hitbox/keyboard you can tap forward twice while holding down and get the motion. on pad or stick you can just kinda wiggle it forward to get that input
Also try your best to always end DP motions on down forward, not forward. Most characters who have a DP have a super on double quarter circle forward, and if you end your DP on forward, you can easily get super instead. You don't want that.
If you play on pad you can try doing just down forward two times then punch, I find that most reliable. It’s gonna feel weird at first but after like 30 mins you’ll start getting the hang of it
“You’re only minus if you’re a bitch” - Lao Tzu
pretty new to SFV and the issue I have is getting close enough to do more than a 1 hit confirm. I feel like I'm always at that range where one blocked attack will push me too far away for a 2nd or 3rd attack to connect. Usually the only times I get a decent blockstring or hit confirm combo going is after a jump in which is probably not a good habit to get into. Similarly when I block opponents attacks I have trouble punishing them because they're usually too far from the pushback for me to do a combo off of a light attack.
Trying to punish a move your opponent throws can be very difficult if not impossible if your opponent spaced it correctly, so try to punish when you know they'll end up close enough. You should keep jumping on your opponents. You may think it is a bad habit because going into the upper ranks people get smoked for jumping too much, however that is because generally the higher your rank the better your opponent's overall defense and anti air game is. If your opponents cannot punish jump ins then that's a weakness for you to exploit, so jump on em!!! As for the rest, you'll naturally learn through playing more
I play usf4 every once in a while I can't even combo together jab jab
Some characters are harder/easier to confirm with. Timing is different. It’s hard for me to convert with G but easy with Seth/Poison. I need more practice lol.
SF4 Saw so much of this with people dropping the jab to heavier button one frame links lol.
Ugh I don't know why but I never convert my (Akuma) st.lp. I really need to practice those. I guess what throws me off is when they are crouching and I know the light tatsu will wiff and so I just play it safe and don't try to convert.
Very helpful! Sometimes when I attack they attack at the same time and nullify my attack and get the damage whats up wit that?
It means they have the frame advantage
@@coreyhenderson5899 yeah I was fighting Akuma and all my days playing Street fighter I've never played someone that read every single move I made. It was like we were both hating each other but only I received the damage LOL
nice video, any chance you can do a video on execution?
Just picked up Alex and having charge motions added have made me not want to practice my conversions, now I feel like a dumbest for not
Hello Brian F
Hello not Brian F
Tutorial? I didn't even watch hole thing and already pressed like.
When you cancel that light into dp after the 3 light string. Is it buffered or you just let it rip right after the last Light?
I do not appreciate being called out like this, Brian
Brian, please talk to me about pressuring, hit confirming, and counter hit confirming in SFV.
IE, let's say I'm playing Seth (I am not a Seth main) and I'm attempting to pressure someone with CR MP. CR MP is a sick tool because of the following:
1. Normal hit -> I get ST MP target combo and basically whatever I want.
2. Counter hit -> I get ST HP counter hit confirm for huge damage
3. Blocked -> I'm still +2. I can keep the pressure on, , walk in throw, bait a DP frame trap, etc
I believe if CR MP is blocked, there's about 22F of hit stun/block stun to react to 1,2, or 3. Is it humanly possible for me to HARD REACT to all 3 scenarios and pick the right option if I have the dummy on random block and random counter? I have practiced this and can't seem to get it down. I can react to 2 of the above options at once, but not all 3...
Its just barely humanly possible iirc
Which characters have the easiest and hardest conversions? I feel like Cammy actually has hard conversions, which is why Cammy has a terrible overall winning percentage online.
I feel like when I play I’m always either being counter hit or thrown, like I never have an opportunity to put of pressure and like every other character is oppressive. I’m learning G so I’m trying to get better at anti airing and punishing but I still feel like I can’t play the game 90% of the time, any tips?
my problem is that i have a hard time acknowledging that my move managed to hit/got blocked because it happens too fast. this happend with kage, for example, when a nice combo i went for started with 2mp, and i had only like 5 frames of hitstun to see if it hit or was blocked, which would result in me using my tatsu, hitting my opponents shield and getting punished
yeah, so instead of only using the 2mp try using two safe moves into a combo
@@jelle1265 thats makes sense, but the second hit usually doesnt hit because they end up too far. i know you can use his qcfP if this happens, but its just too complicated to see in 6 frames
@@whaith1359 you could do something like slk jab into a combo I think? I dont really play gill
@@jelle1265 yeah, that would work actually, but the problem is that the lk has really low range. i dont play gill either, im talking about kage haha. his cmp is part of his b&b, everything can come out of it. im starting to think that im just too slow lol
@@whaith1359 Oh sorry my brain farted. Yeah, I dont play kage either. Maybe ask around in a kage discord for confirms? Im sure there are some.
Anyone know a good confirm for Lucia? Appreciate the vid!!
St. MP into Cr. MK confirm into EX tatsu.....just figured it out in the lab my damn self hahahah sickkk 😷
Now that I'm confirming for damage my whole gane has changed. I can use Lucia's vskill 2 now for footsies and punishing fireballs and don't have the option to do the lazy combo with vskill 1 after heavy Tatsu that I was always using before. Im hunting that EX Tatsu only off my mediums.. A lot of fun figuring this out I bet I'll be in silver this weekend.
Why not do crouching heavy, buffer the motion input, and react to if it landed or not to determine if you do the cancel? New player question btw
**Edit: my question in reference to 1:45
@UCqs4mJNyfqEYmBdrFOboPmA doesn’t it space you out fairly well though?
Because a blocked cr. HP is -5, so you'll probably get punished.
I'd imagine that with a light string you can get a frame trap going. It's not as if your method is not a valid strategy however; for the sake of the video, Brian probably didn't want to give new players too much information to process.
@@blank_e1 heavy upper is punishable on block, and whiffs on crouchers, and cr. Hp is -5 on block. If you did want to do this though you can actually cancel it on reaction, 16f window.
The more I learn about this game the more it feels like I'm picking up a chess game instead of comfy checkers. Good information lads thank you.
I just picked up GBFV w/ my brother recently and diagnosing myself with this issue like 4 days before this video makes me feel like a genius
Hi, Twitch chat!
Acting like you wont get converted
That was VERY disrespectful.
Acting like i wont hitconfirm cmk
Definitely my favorite thing to do when I hit the lab with ken, confirms and combo routes as he has alot of them.
Hi Twitch
I hear no lies.
But isn’t it true that BrianF (and many others) could wax Gold or Platinum players without doing a single combo?
I just get stun locked
Hit that g dang subscribe button yu turkeys
Hey twitch chat
Micheal not here
How come nightmareeffect remakes every single one of your videos within 72 hours?
Fewer* openings
Bruh
Bruh
Bruh
Bruh
bruh
thats why gill sucks. he need the enemy have a elemental state and land a 0 range cr.hp
I mean you can still do stuff like cmp into qcf kicks
i spent forty hours trying to learn one combo in dbfz, there's no point
I love how people teach you WHAT to do, but now HOW to do it. This is a vague, common sense tutorial. What needs to be taught is how to do combos in this game when the red meter eats your button presses.
Lol Karin
666th like
Yeah boi