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The actual fighting in fighting games
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- Опубліковано 9 лип 2024
- I've focused a lot on defense, but punching and kicking your opponent is probably why you're interested in fighting games.
Let's have a look at how to start our offense and hopefully not die trying.
3:00 going from nah I'd win to aw dangit has to be the most common thing when learning fighting games.
Some of the best fighting game 101 videos I've seen, _and_ a fellow Gio Gang homie.
I love this channel.
Gio Gang 🔥😤🔥
The thumbnail 💀💀💀
Replying to this just in case people get confused:
I first uploaded the video with a thumbnail that was a play on the word footsies (the topic of the video) and some people's... special interest in Juri's feet.
I used YT's A/B/C thumbnail tester to see how that would land. Not very well it seems, so replaced it with something more generic.
Thought it'd be funny, but I guess sometimes shit doesn't hit.
@@MougliFGCprops on calling yourself out. that deserves a sub
@@Artidume Thanks, I appreciate it :)
I hadn't seen it until I read the comment, then I got it. 😂
Great thumbnail tbh.
I need to watch the others, but this is feels like the series that I could never find.
Most "beginner" content is more around the idea of "I get how to hit people, but how do I learn to think about my play?"
I find that I've learned a lot of technical info about individual games, but I haven't really been able to understand things like the very beginning - "taking turns", "stealing turns", and how to turn some advantage into using your big combo starters.
Excellent as always, love to see you put out more content!
As an aside, the three part structure for neutral tends to happen when situations shift too rapidly and the game facilitates unreactable play from larger ranges, rather than smaller ones. This isn't to say unreactable moments don't occur in games where a three part structure for neutral isn't mandated, but moreso the regularity and spacing at which they occur.
Barring its most modern iterations, tools like drive rush or explosive screen covering options weren't always staples in more conventional 2D fighters. Important to note, and restated for emphasis, these tools weren't staple and weren't UBIQUITOUS, NOT that they didn't exist. For every Vega in SF2 Turbo or whatever flying around on the screen, the other 70% of the roster was playing low forward fireball, the game. Some characters may have had access to their dash in lariats, their spiral arrows, or dive kicks, but the important to thing to consider is how widespread the option was relative to the cast. In more modern games, these types of options are more common and tend to be baked into system mechanics (Heat, Drive Rush, and Wild Assault to name a few), and therefor this structure of neutral is likely going to be more staple moving forward, rewarding preemptive play to deal with new threats.
However, even in modern titles, in some matchups, its entirely possible to check the drive rush on reaction, and that might be the only burst movement threat, which is why older styles of more conventional still maintain value, just maybe not for a majority or every matchup.
TL;DR: Yeah Machabo's 3 structure neutral is cool and all, but it isn't the only way to think about things.
Excellent video, the reasoning behind it is similar to why one of the first things I do when I pick up a new game or character is drill normal attacks and memorize their lengths and speed. It helps me identify the optimal space I should be at with my opponent. For instance, even though I’m technically safe from the most damaging attacks at full screen with Zangief, I’m also not presenting any danger because zangief is more of a threat up close. Thus, the opponent can chill out and strategize their offense while throwing fireballs at me and not have to worry about the SPD vs normal mixup. There’s a lot more layers to go into, which I’m looking forward to seeing how you visualize them.
Footsies is easily my favorite part of fighting games. Getting stuck on the end of a long combo and taking a nap while waiting for it to finish or I die isn't fun and I personally don't like labbing combos and just prefer to figure things out on the go. "Oh this can go into that" kinda thing.
But those tense moments when both players are going in and out of range trying to bait a whiff and one hit spells death are great. And I have to audiably laugh every time me and my opponent sit crouched next to each other without pressing any buttons.
Good video I look forward to maybe a decicated video on neatral especiallt since I like characters like zoners who live in the neutral
12:24 Personally for that situation I usually like to go for a poke that I know would whiff but still keep me safe as a way to bait out a hasty reaction and then try to punish that.
P.S: Also good shit as always broski the advice you gave in these have honestly helped improve in so many ways gl at evo
yeah I do that, but in that game of chicken, I often seem to be the one who presses the button one frame too late 💀
That Reina in the thumbnail is so cursedly funny me
how so?
Must say, I respect your character choices 👍🏾
I love the thoughtfulness, thoroughness, and transparency in all of your videos. Thanks for putting such great fundamental guides up.
Fascinating seeing how much there is to keep in mind when playing competitively. Super informative and entertaining video as ever!
3:34 seeing that NEVER GETS OLD
XD
This is great content for getting into fighting games
omg babe wake up nouvelle vidéo de mougli
I’m ignoring this video. Why learn when I can just say “I blocked that” “I didn’t press that”
Just defend!
good luck with that
Ive gotten quite good at whiff punishing mainly cause i play zoners(not projectile, those arnt fun to play). Characters like yuzuriha and spectre live and die off their screen control and of course ability to punish. I cant play rush down well at all, im not great at doing rapid mixups or corner pressure unfortunately. Only rushdown i play might be el blaze in virtua fighter 5 and maybe narmaya though el blaze is a bit tricky to classify cause virtua fighter is more about personal play style rather than character playstyle
Ah the guys back. Time to wait another 2 month for the next video.
Sounds about right.
1:45 [Nod] YEP
1:55 XD
I still prefer Divekick
Disappointed by this video, it spends 10mn to explain what any player will understand after just a few hours of playing fighting games.
Well thank you for watching at least 10 minutes of it anyway :)
I'm very happy to have this video, because it feels like a series on the things that haven't clicked with me despite spending hours and hours trying to understand how to really get started with fighting games.
Hey Mougli will you be at the Mixup Lyon this weekend?
I will not.