i think these types of videos are more helpful than straight up how to guides. just trying to change how to approach certain situations rather than mindlessly doing them because you know its supposed to be good against a specific character
Thank you for this great video. I'm definitely an overrespecting player but also suck at reactive RPS. Reacting to someone dash-up and throw can be quite challenging...
very important to understand when assessing your rps payout is that altering screen positions is still a reward even if you do 0 damage. I think a lot of people hate dealing with Axl because they go for committal options and blow up and get reset to full screen, not realizing that if you can dash block half a screen length, that is a HUGE gain in position and makes Axl's next move a lot scarier for him, for example. (Obviously some characters don't have that privilege, but this line of reasoning is completely character agnostic. Having the opportunity to be in an opponent's face and + is usually good no matter who you are, even if it doesn't also mean you get a punish or hit the opponent pre-emptively) Slidehead is pretty completely built on this principle, getting a KD with Slidehead is a huge win because it makes your next RPS really heavily stacked in your favor, even though it doesn't help you up front.
Great video! Coming to Strive from T7, where true RPS situations tended (pre Season 3) to have disproportionately higher risk than reward, I hadn't appreciated how much more prevalent they are in 2D. I think this will help me a lot.
y'know i've been a fighting game player thinking about the RPS comparison for like twelve years and i still needed the cow lady to piece together that ties in RPS had carryover to FGs too i need to lie down
My favorite "RPS" was blitz cuz it allowed you to punish people who were overly aggressive on offense, but the mindless kind of aggressive. It prevented the Ungas from just autopiloting and made them vary their mixups instead of hoping you'd press a button during their seemingly gapless strings. The addition of charge blitz made it even easier for players whose defenses were weak to escape suffocating offense. Wonder why they removed that?
Same reason shield isnt fun in melty, though blitz is far superior as a mechanic. Xrd had too many tools for meter use that were cheap. Yrc, deadangle, blitz, it frankly was a bit too much defensive power for little.
@@ggmasterguiltygear6315 I guess, but you gotta remember Guilty Gear's a game about offense. Defense should be a test of knowing the opponent's offense structure, and not a gimmicky thing.
@@BrokeNSings I always like when a game splits defense and offense 50/50. Cuz it can be discouraging to play a game where you can do minute long combos but your only defense against it is "just blocking".
@@ggmasterguiltygear6315 I agree, but you can make that without adding too many defensive mechanics. Strive has great defensive mechanics, the problem is the ammount of bullshit in offense, and the small meter gain in defense.
If you're planning on doing stuff, try to understand what exactly you can gain or lose from it, and what's likely based on what the opponent is doin and thinkin.
Having played Yakuza 0 and Kiwami I think their mini games involving RPS are a closer approximation to what RPS in FGs are simply by assigning power levels to each option. Pretty funny for such a silly mini game.
what is the note software you use? it looks really nice and i've been meaning to take more notes on games and not being blinded by notepad would be nice.
Really cool video, imo I have lately hit a wall, where I understand risk/reward of some situations and I then average it over all rps choices and see, that I come out negative, so idk what I should do with that. I came up with 2 answers: either rely on psychology of people choosing to cover most common options first and squeeze some advantage differential from psychological tricks that follow, or not let the game to come to those situations in the first place, also known as "don't be there" phylosophy by J Wong. Those allow me to sweep 10-20 first matches against a similarly or slightly higher skilled opponent, but in 50-100 games sets I gradually start losing as my bag of tricks gets used up. Any suggestions on what I can add to deal with those situations? Also, what's more important, short set strategy or long set strategy?
@@ijusmix2585 Nope, just want to be the best I can with my charachter, don't think tournaments are good at distinguishing between an ability to cheese and an ability to adapt, because both are viable
There actually are turn based fighting games! They're card games, but they're fighting games nonetheless imo. Yomi, Exceed, and Battlecon are a few popular examples (y'all remember there's a UNI card game coming out? That's Exceed.) They're dope and people should play them sometimes.
If there was no rps, no risk reward, no mix, games would just devolve into two players staring at eachother waiting for the other to move first and react to what they do. Fighting games NEED cheap/unreactable stuff or they just don't work.
Happy Chaos the kinda guy to try to play "Gun" in rps 😭
Ha! It's funny but sadly true.
Man said rock paper scissors SHOOT
LMAO
If fighting games are rps I’m going rock every time baby!
Good ol rock, nothing beats that
Sajam was right the whole time
tbh even the announcer endorses throwing rock every single time on round start
i think these types of videos are more helpful than straight up how to guides. just trying to change how to approach certain situations rather than mindlessly doing them because you know its supposed to be good against a specific character
Just got into fighting games and this is exactly the kind of educational content i was looking for. So glad i found your channel
Thank you for this great video. I'm definitely an overrespecting player but also suck at reactive RPS. Reacting to someone dash-up and throw can be quite challenging...
Treating all your opponents moves like they're +20
very important to understand when assessing your rps payout is that altering screen positions is still a reward even if you do 0 damage.
I think a lot of people hate dealing with Axl because they go for committal options and blow up and get reset to full screen, not realizing that if you can dash block half a screen length, that is a HUGE gain in position and makes Axl's next move a lot scarier for him, for example. (Obviously some characters don't have that privilege, but this line of reasoning is completely character agnostic. Having the opportunity to be in an opponent's face and + is usually good no matter who you are, even if it doesn't also mean you get a punish or hit the opponent pre-emptively)
Slidehead is pretty completely built on this principle, getting a KD with Slidehead is a huge win because it makes your next RPS really heavily stacked in your favor, even though it doesn't help you up front.
Great video!
Coming to Strive from T7, where true RPS situations tended (pre Season 3) to have disproportionately higher risk than reward, I hadn't appreciated how much more prevalent they are in 2D. I think this will help me a lot.
y'know i've been a fighting game player thinking about the RPS comparison for like twelve years and i still needed the cow lady to piece together that ties in RPS had carryover to FGs too
i need to lie down
This is probably my favorite video you've made. Thanks cow lady keep on rockin
Great stuff, as always. New to FGs, your wisdom is incredibly helpful.
thanks for the lower music audio! great stuff as always
My favorite "RPS" was blitz cuz it allowed you to punish people who were overly aggressive on offense, but the mindless kind of aggressive. It prevented the Ungas from just autopiloting and made them vary their mixups instead of hoping you'd press a button during their seemingly gapless strings. The addition of charge blitz made it even easier for players whose defenses were weak to escape suffocating offense. Wonder why they removed that?
Same reason shield isnt fun in melty, though blitz is far superior as a mechanic. Xrd had too many tools for meter use that were cheap. Yrc, deadangle, blitz, it frankly was a bit too much defensive power for little.
@@BrokeNSings all those juicy defensive options make my mouth water 🤤.
@@ggmasterguiltygear6315 I guess, but you gotta remember Guilty Gear's a game about offense. Defense should be a test of knowing the opponent's offense structure, and not a gimmicky thing.
@@BrokeNSings I always like when a game splits defense and offense 50/50. Cuz it can be discouraging to play a game where you can do minute long combos but your only defense against it is "just blocking".
@@ggmasterguiltygear6315 I agree, but you can make that without adding too many defensive mechanics. Strive has great defensive mechanics, the problem is the ammount of bullshit in offense, and the small meter gain in defense.
If you ask me,
Grappler = Rock
Zoner = Paper
Rush down = Scissors
I honestly kinda struggled to get the info in this video. Maybe just not on that level yet.
If you're planning on doing stuff, try to understand what exactly you can gain or lose from it, and what's likely based on what the opponent is doin and thinkin.
thank you Herman
I still don't understand
That’s okay
Having played Yakuza 0 and Kiwami I think their mini games involving RPS are a closer approximation to what RPS in FGs are simply by assigning power levels to each option. Pretty funny for such a silly mini game.
My biggest issue is that I struggle finding my timing when I see opponents pattern 😕 but I'm getting there
Thank you based cow lady
There's RPS in FGs and then there's MBTL.
I hate acronyms
I know, I know!
- R O C K
what is the note software you use? it looks really nice and i've been meaning to take more notes on games and not being blinded by notepad would be nice.
Really cool video, imo I have lately hit a wall, where I understand risk/reward of some situations and I then average it over all rps choices and see, that I come out negative, so idk what I should do with that. I came up with 2 answers: either rely on psychology of people choosing to cover most common options first and squeeze some advantage differential from psychological tricks that follow, or not let the game to come to those situations in the first place, also known as "don't be there" phylosophy by J Wong. Those allow me to sweep 10-20 first matches against a similarly or slightly higher skilled opponent, but in 50-100 games sets I gradually start losing as my bag of tricks gets used up. Any suggestions on what I can add to deal with those situations? Also, what's more important, short set strategy or long set strategy?
Are tournaments your goal because if they are I’m pretty sure there aren’t any best of 21 tournaments
@@ijusmix2585 Nope, just want to be the best I can with my charachter, don't think tournaments are good at distinguishing between an ability to cheese and an ability to adapt, because both are viable
any rock throwers?
How do you not RPS against things like kabari?
Wiff punish. A wiff punish can be gaining space making them block or getting hitt
how does the "premptive RPS vs "Reactionary RPS" apply to games like Street Fighter or Super Smash Bros?
Mommy cow and Yu-Gi-Oh? Kinda based if you ask me
But when do I grab then?
You should publishe your note and make a book out if it all
There actually are turn based fighting games! They're card games, but they're fighting games nonetheless imo. Yomi, Exceed, and Battlecon are a few popular examples (y'all remember there's a UNI card game coming out? That's Exceed.)
They're dope and people should play them sometimes.
Didn’t you make this video already?
If there was no rps, no risk reward, no mix, games would just devolve into two players staring at eachother waiting for the other to move first and react to what they do. Fighting games NEED cheap/unreactable stuff or they just don't work.
If fighting games are rps I’m going rock every time baby!