I love the mindgames of FGs and I think that mindgames and the conditioning and the guessing really adds to what makes FGs so special to me and I imagine many others. Great video. Seriously, I think you're doing something wonderful here. Concise, yet information dense and really easily applicable. Keep up the great work, really, it's awesome. Small note, I do think the green-screened in-game examples you shown were just a bit loud to me. The voices lines especially kinda clashed with your voice and made it a bit harder to hear, but the rest of the audio balancing has improved for sure.
Going in the show to new players folder. This was one of the best explanations ive seen to date of why offense and defense is more than just guessing (but is still technically RPS). Core-A Gaming also made this comparison to poker, but this goes much farther into the comparison.
I think of neutral in fighters like rolling dice in XCOM. You've got a percentage chance to do a thing (or, in this case, for your opponent to do something). Just like XCOM, the trick lies in your ability to prepare for and negate the consequences of things NOT going your way.
I like this set up man, genuinely this seems like a good way to explain stuff to low / intermediate level players. You should post it to the SF subreddit to get some more exposure
I like SF4 because this guessing was reduced and you could just swag on them if you used focus attack well. I feel like I can't really "pressure" the enemy into slipping anymore and it blows.
I wish fighting games could just be based on neutral, strings, predictions and mix ups. That stuffs all really fun and im decent at it but godddddd my adhd ass just has no patience for labbing out combos
i really wanna get into SF6 but its something with the way it looks, drive system, no character for me, and cuz i played 3s only its a bit of a departure from what i'm used to.
2 місяці тому
The game is still too young and has not fixed it's core issues so I do not blame you for not playing. It's still mindless Unga bunga gambling with very little defensive capabilities to balance it's offensive gamble nature. It is really clear this game was made for spectators and not us players who wana be good at the game. Tying everything to one system creating a fake tug of war sucks.
I wonder if people are just repeating what they hear online and whether they play the game. No defensive capability? There is literally a parry that can be mashed whenever you want and can steal turns. It can be used freely because if time wrong it just acts as a block that refills your meter. This is one of the strongest defense options in the game. It can only be beaten with a throw. This is on top of the core game, where every move is negative and positive frames are locked behind a drive rush meter. That means you can only chain 2-3 safe moves on block and then your back to neutral and your turn is over. What do you recommend to make defense stronger? Having parry in the game needs strong offensive. There are complaints with straight guesses, like throw loops that are fair to complain about, but with parry you sort of need them. The corner is brutal in sf6. Corners make drive rush a more important resource than life, because in the corner its a checkmate situation if all your meters are empty. Then again supers are those last ditch resource for defense when your out of drive rush. Have people played any other game before sf4 with real people? Every street fighter game has its BS. From 3 viable characters in 3s to the Sagat/Claw unga bunga in street fighter 2. Seems like the complaint is the newest street fighter doesn't play like the old one i'm accustomed too therefore there is no skill required and everything is a guess.
2 місяці тому
@richr161 of course every sf game has it bs but it was to varying degrees that you could still counter with the footsies handbook knowledge checks. It's even in sf5 and sf6 it's just 6 ties your ability to "turtle" to a bar of meter to no reason. As for parry it has not been fixed and is not the best block option as you take more damage from a throw then ever and you can't move out of it(Which kinda ties to my point of defense). Making parry a defensive option in this way actually is not so bright. Parry and blocking should never be tied to meter bit instead feed it but hey I am just some dumb guy who never played the games. I've play usf4 and ssf4 with many friends and even gotten higher points and one point. Ran into one the best teachers of the sf fighting game community. Even trained with some new uprising names. But hey I don't know anything right? I get it. You love the game and that's OK but having defense tied to meter and not making a person able to do anything when meter is out is not a good decision. You want defenders and attackers to have an organic back and forth. Make the game fun for both defense and offense. I can't turtle(which can easily be countered by throws and overheads and the right spacing), I can't backdash out of parry. I can't stock things nor build up my meter because I started off with it for no reason. There's no build up or common things and don't get me started on homogenized mechanics as an idea over all.
That's why I'll never like this genre, no matter how much time I've spent on it (been playing periodically since 2020). I wanted action games, not speed poker.
It's only like that if you're put into a knockdown scenario though. If you get knocked down and you're forced to take the mix, it's because you made a mistake. Guessing off of your knockdown is your punishment for losing the nuetral game.
Game got patched, Kimberly slide is now always plus when it hits.
Dang, I need to shimmy more
shimmy shimmy ye shimmy ye shimmy yea
@@NewSkater3000give me the mic so I can take it away
@@ThoughtsofSAND off on a natural charge, bonvayge
@@ThoughtsofSAND fine 😔🎤
The thumbnail made me think, new Street Fighter cards for Balatro?😅
I love the mindgames of FGs and I think that mindgames and the conditioning and the guessing really adds to what makes FGs so special to me and I imagine many others. Great video. Seriously, I think you're doing something wonderful here. Concise, yet information dense and really easily applicable. Keep up the great work, really, it's awesome.
Small note, I do think the green-screened in-game examples you shown were just a bit loud to me. The voices lines especially kinda clashed with your voice and made it a bit harder to hear, but the rest of the audio balancing has improved for sure.
Genuinely suprised how consitantly good and eye catching your thumbnails are
I’ll keep saying you deserve more attention until you get there. Amazing quality and an enjoyable watch
Another banger of a video brother. Please keep them coming.
This channel and video came out of nowhere. Amazing stuff.
You sure are giving me the advantage against my opponents with this amazing information! Keep up the amazing work
Gad I found this channel, it's so good. Keep up the good work man
This was very helpful for me as a casual player although I may have to rewatch this a few times.
What a great video! Thank u for all this knowledge/options I will start trying to use these. Again thanks so much
this video is tremendously high quality i couldn't believe how low the view count was when i checked. really hope your channel takes off man!
This video got me to masters
But it was posted a day ago?? 😂 (as per my comment)
Going in the show to new players folder. This was one of the best explanations ive seen to date of why offense and defense is more than just guessing (but is still technically RPS). Core-A Gaming also made this comparison to poker, but this goes much farther into the comparison.
I think of neutral in fighters like rolling dice in XCOM. You've got a percentage chance to do a thing (or, in this case, for your opponent to do something).
Just like XCOM, the trick lies in your ability to prepare for and negate the consequences of things NOT going your way.
This man is basically buildung the fighting game university all by himself
I like this set up man, genuinely this seems like a good way to explain stuff to low / intermediate level players. You should post it to the SF subreddit to get some more exposure
Really good vid, it explains this in a very easy to get way. Will show it to my friends when they ask me.
Good vid man it deserves more views
Such an underrated channel wow
So much value in here, great video
man this was an awesome video.. super interesting and informative
These background removals are *CRISP.*
what an incredible video.
Bruh
This video was amazing. I subscribe right now after I type this
I like SF4 because this guessing was reduced and you could just swag on them if you used focus attack well. I feel like I can't really "pressure" the enemy into slipping anymore and it blows.
Nice video man, UA-cam needs to push u more
time to binge a new channel
I don't play SF6, but this was still ab amazing video for entertainment and learning.
Thumbnail goes hard I had to watch
Bless your videos
Interesting opinion. Wake up drive reversal.
this is godlike
Not the LTG cold open lmao
WE NEED A FULL SET OF THESE SF6 POSES PLZZZZZZ
I wish fighting games could just be based on neutral, strings, predictions and mix ups. That stuffs all really fun and im decent at it but godddddd my adhd ass just has no patience for labbing out combos
i really wanna get into SF6 but its something with the way it looks, drive system, no character for me, and cuz i played 3s only its a bit of a departure from what i'm used to.
The game is still too young and has not fixed it's core issues so I do not blame you for not playing. It's still mindless Unga bunga gambling with very little defensive capabilities to balance it's offensive gamble nature.
It is really clear this game was made for spectators and not us players who wana be good at the game. Tying everything to one system creating a fake tug of war sucks.
I wonder if people are just repeating what they hear online and whether they play the game. No defensive capability? There is literally a parry that can be mashed whenever you want and can steal turns. It can be used freely because if time wrong it just acts as a block that refills your meter. This is one of the strongest defense options in the game. It can only be beaten with a throw.
This is on top of the core game, where every move is negative and positive frames are locked behind a drive rush meter. That means you can only chain 2-3 safe moves on block and then your back to neutral and your turn is over.
What do you recommend to make defense stronger? Having parry in the game needs strong offensive.
There are complaints with straight guesses, like throw loops that are fair to complain about, but with parry you sort of need them. The corner is brutal in sf6. Corners make drive rush a more important resource than life, because in the corner its a checkmate situation if all your meters are empty. Then again supers are those last ditch resource for defense when your out of drive rush.
Have people played any other game before sf4 with real people? Every street fighter game has its BS. From 3 viable characters in 3s to the Sagat/Claw unga bunga in street fighter 2.
Seems like the complaint is the newest street fighter doesn't play like the old one i'm accustomed too therefore there is no skill required and everything is a guess.
@richr161 of course every sf game has it bs but it was to varying degrees that you could still counter with the footsies handbook knowledge checks. It's even in sf5 and sf6 it's just 6 ties your ability to "turtle" to a bar of meter to no reason. As for parry it has not been fixed and is not the best block option as you take more damage from a throw then ever and you can't move out of it(Which kinda ties to my point of defense). Making parry a defensive option in this way actually is not so bright. Parry and blocking should never be tied to meter bit instead feed it but hey I am just some dumb guy who never played the games.
I've play usf4 and ssf4 with many friends and even gotten higher points and one point. Ran into one the best teachers of the sf fighting game community. Even trained with some new uprising names. But hey I don't know anything right?
I get it. You love the game and that's OK but having defense tied to meter and not making a person able to do anything when meter is out is not a good decision. You want defenders and attackers to have an organic back and forth. Make the game fun for both defense and offense. I can't turtle(which can easily be countered by throws and overheads and the right spacing), I can't backdash out of parry. I can't stock things nor build up my meter because I started off with it for no reason. There's no build up or common things and don't get me started on homogenized mechanics as an idea over all.
More fgc analysis channels hell yeah
You finna blow up dwag I see it
Ez like for the thumbnail
That's why I'll never like this genre, no matter how much time I've spent on it (been playing periodically since 2020). I wanted action games, not speed poker.
It's only like that if you're put into a knockdown scenario though. If you get knocked down and you're forced to take the mix, it's because you made a mistake. Guessing off of your knockdown is your punishment for losing the nuetral game.
@@shmixedNshmooved Neutral game is also a guessing game, to a lesser extent, but it still is
Gimme these stages as a mod
Wonderful video, I’m surprised you don’t have more subs, definitely one from me!
Do you have a server, or a plan to make one?
Probably not
The defense in sf6 sucks badly along with concept of burn out but i will say this is a well put together video