super underrated video. Everyone focuses on your "Combos are the easy part" when discussing combos but they forget (or ignore!) a lot of the things you say here, which I think is a pity because we really need to look at all sides of the combos discussion
I do find combos are the easier part because I can just sit in the lab and practice it, also very satisfying to learn. The other stuff is much harder to isolate and practice for me.
For me, the hardest part to practice is defense. I know how to melt a lifebar, but so does everyone else in Ultra Silver. What I can't do (or even practice effectively) is V-Reversals and Shifts, and knowing when to use each.
Oh I found practicing that stuff to be fairly straight forward in Training Mode because the Recording Feature us Pretty Robust... If you know how to use it...
14:30 "Some combos are the hardest combos you could ever possibly attempt, and they do no damage; they're pointless" Clearly somebody forgot the very first point of why combos are important. Smh...
@@Vsolid psychological damage is real and super underrated or not talked about for fighting games. Tactical dropping/standing still or doing nothing is the best example of how that skill curve meme “is just doing whatever and it’s working - focusing and actively making decisions - is just doing whatever and it’s working”.
Execution for combos is something no matter how much I play fighting games that I never seem to get better. I'm hard carried by my really good defense since most people don't know how to fight defensive oriented players since most fighting games put big priority on aggression
Sadly, the only solution to execution is just practice. Sometimes there are roadblocks in front of you that you don't even know are there (I was holding the fight stick wrong for a very long time and it made some motions *extremely* hard) but usually it's just slowing down and practicing, building muscle memory. I've spent over 16 hours in guilty gear AC+R on *just* Venom's dubious curve loop, and I only land it about 50% of the time... sometimes you just have to keep grinding it out or pick a different combo that you *can* do consistently.
@@elgo93 go in training mode, set bot to hard, then just try to block everything the bot is doing. Honestly you’ll just start learning a lot of characters bnb strings and how to block them just doing this for awhile
@@elgo93 you can set a bot to do some attack patterns that are all mixups on each other. For example setting Sol to do a C.s -> F.s and C.s -> tick throw. Throw in a few more options and you might find an option that can defend multiple options or even beats multiple options.
Over time as I became more accustomed to play fighting games I stopped going for combo IMMEDIATLY andl learned proper fundamentals. I'm still quite lacking in them but nowadays when I play a new game it's like: - What are my pokes - my good anti-air - A BnB Feel a BnB is important to learn ASAP because you wanna get the most out of the times you land a hit and react on time to go like "oh I can try my bnb!". Of course it shouldn't be the focus right away. Yeah combos are hard but godamn do you feel satisfied when you lab one well AND eventually land it in a match.
I think it goes full circle. Combos becomes much harder when you need a specific situation and eyeball to hitconfirm it correctly. Intentionally creating those situations consistently requires a strong neutral awareness. So the 2 things walk together and complement each other. For example, SF4 and melty blood have a specific mechanic detail in common: If you land without using a air normal, you can block during the landing recovery. But if you did use a air normal, you can't block during the few frames of landing recovery. So, if you can read/condition the opponent to use jump attacks at a specific timing/range and can aim for this specific moment, you can get a unblockable. If your execution is good enough, it will lead to a damaging combo with oki, taking away the whole momentum and turning a "neutral" match into something one-sided in your favor. The thing is, this "trip guard" vulnerable window is extremely small (4f in sf4, 2f in melty), so it's a punish impossible to be done in raw reaction. You need to actually go for it as a conditioning/read of the whole situation on neutral. Even if you do get a hit by coincidence in a "scramble", the 10-20f or hitstun of a normal won't let you confirm it into a full combo in raw reaction too.
On the other hand, while the 2 things are complementary i understand why people recommend so much to new players learning just the most basic combos at the start. You might just change chars later, or even games. It might end up as a waste of time to grind too much on knowledge that is not reusable for the whole cast/whole fg genre. Universal mechanics (even esoteric details like trip guard) and awareness on how people usually react, what annoy them/pressure them is way more reusable and virtually will help you get better faster at any char/game later.
I remember labbing out dustloops for a full week to try and get consistent with them for +r and after that long i could hit them every time. It took me MONTHS before I was able to hit one in an actual match.
I still havent hit a full one in a match, but I have done single reps in the corner after GV clean hits, then went into sidewinders. plusR is fucking awesome.
Hmmm... This was a Pleasant Surprise... So many Good Points, Good Examples Shown too... you know what... Im gonna go ahead and Watch it agaiin because theres just so many things to Reflect on :O !
“Combos are the easiest part of fighting games” “Actually, combos are the hardest part of fighting games” I’ll take flip flopping mustached men for $500
What I also find tricky is some of those V skills or triggers that change the frame data of the character, meaning you have a whole different set of combo options to learn.
I think people actually should see combos as hard in more games. I think there are definitely some games where they are plain easy, but thats when they dont have any conditions around the conversion, as is often the case in under-night. When combos are really hard is when you haven't played enough to know when or how to land the starter. one of my favorite examples of this is street fighter alpha 2 custom combos. You have to learn what kind of situations involve raw CC activate, or the less common link into CC. Going into the lab and learning your CCs is challenging, but that challenge is a waste unless you also know the strategy around starting that combo.
I feel it's more accurate to call combo's optimized damage if we really want to get down to it. You need strong neutral to get into the combos, and you need strong awareness of what's the most damage/positioning in that situation. tldr: literally the video
Honestly the hardest part is definitely neutral if you don't learn neutral how good your combos are doesn't matter if you can't hit your conversions after you get the hit in neutral then suddenly things start coming together you build meter and you get actual damage plus if you hit a technical combo it does honestly scare your opponent
Identifying & Converting opportunities from any situation always feels incredible, esp when it was you haven't practiced these situations, your understanding & experience regardless of route you take, will always be impressive at high stakes environment
The best combo is the one you can consistently pull off in a real match. But the ACTUAL best combo is the one that consistently WINS you matches. NEVER STOP IMPROVING
i see top players start with new characters without even knowing most basic combos and still wash diamonds and masters and sometimes GMs as well. All without that particular skillset. Ofc knowing them makes you alot more efficient but their fundamentals still carry them to victory. That tells me which part is the most important.
14:00 That part man And the plenty of hours studying just frame executions mid combos for optimum damage Like the Kazuya players who lived in training mode trying to perfect all of his different variations for his electric godfists or trying to master Paul's Demolition Man in combos to get the blue sparks as a combo ender now it's more forgiving in Tekken 7 Or that damn Zero Lightning Loop everybody emulated in UMVC3 and ofcourse The MuthaFuckin Infinite from Ironman in MVC2 I also think learning complex combos help with hand eye coordination control and can help reduce button smashing habits when you master your positioning and exucutions Remember yall "🗣 KEEP THE RHYTHM UP!!!"
Number 1 it's really really cool this my friends is the true feel for fighting games that and you get tired of getting hit wit bass ass combos your damn self lmao, love this
im at the stage where combos break my brain a little bit im focusing on positioning and overall gameplan at the moment and that overloads my mental stack by itself. so when i do land a stray hit or even the perfect, most ideal setup i can lab my brain calcifies for a second and i miss out on all the damage. i often find myself playing against wild people who beat me simply by being able to cash out every time they land a hit, completely nullifying all the hard work i did in cornering them or just keeping them out it's tempting to blame the game but i know that im just at a particular place in my journey where i cant handle everything i need to handle. but i didnt learn this from the game, the game hasnt taught me shit, i learned this from watching players like brian talk about the game as a whole.
Just learn how to do one combo consistently that you can use as a punish and after a jump in and you're set at lower tiers. That's what I've found at least. I started out with a single combo with Kage that worked as a punish, after a jump in and cross up and I had some good success at low tiers, along with anti-airing. Eventually I was able to use this same combo as a hit-confirm too. So I only had to memorize and train the muscle memory for that one combo and it was useful (tho not optimal) in all of those diff situations
For every character you only need 5 combos. a combo that's starts from a low. The he did something -6 in my face combo. the he did something -4 in my face combo and he whiffed or I block his dragon punch big combo. And finally the I got a jump in combo big combo.
@@OjoRojo40 no some character can do 6 frames normal into another normal into a special move. 6 frame medium normal just lead into more damaging moves then a 4 frame light. like Ryu EX donkey kick.
The hardest thing about combos that no one talks about is how inconsistent they are. You'll never do a combo 100% of the time, no one does. So you basically have to throw a dice roll and wager your chances, that's why auto combos are so enticing, it's a guaranteed 100% dice roll every time.
8:39 as someone who does a shitton of dbfz combos,i personally think anyone can do them with not too much difficulty,you need muscle memory and know how the game works and what is possible,that’s it.
same goes for menat vt1 etc, it's mostly a thing of getting used to them. that being said, there are combos that are just too difficult, but those are mostly reserved to older games like +r ino 6p 5h iad jk
i find combos in street fighter 5 and honestly the only reason im probably quitting after 3 days of playing because some combos are easy to work but some have issues where the timing or executing of a move in the middle of a combo is almost impossible, for example laura's thunder clap to ultimate, humanely impossible for me to do with a d-pad or a joystick even tho im clearly pressing the right buttons, i get the thunderclap but the ult doesn't come out the majority of the time
*me being visibly confused* But honestly, I can't count how many times I lost due to not being able to do combo or dropping them online. Basically, most of my matches go like this: I move a lot, poke a lot, stun them (because I'm not certain my big damaging combo will land and not being whiffed), and.... now goes a tricky part. If i manage not to screw up, I win. But 90% of the time I'll miss. Then my game goes from perfect or near perfect to a loss because I screwed up and wasn't unable to delete that remaining chunk of my opponents' health when I had a chance, stressed myself and made more mistakes. And a vicious circle continues. Oh, and combos are not cool by default. Short combos are interesting, long and ones that make you put gamepad aside are not.
Combo is the easiest part if you are just doing b&b's and standard jump-in combos or on stunned opponents. Combos is the hardest part if you want to optimize damage in every situation. Being consistent in the first part is not too hard, but very hard in the second part.
Can you explain which part of hit confirm low forward as Karin is easy?i have around 400 hours in sfv as karin only and i still can't do 1 hit confirm combos,you literally +1 on hit,where is this big window you are talking about?I can do 2 hit confirms but 1 hit confirm from low forward seems impossible to me.
I mean, I don't play Karin, but when I confirm off of single hits it's because I am already inputting the next command, expecting the hit to go through, and only stopping if I see it is blocked. So it's not that you are confirming a hit, you expect the hit, you confirm the block and don't press that attack button. It's the only way I was able to get my head around 1 hit confirms.
I definitely focus more on combos myself. I don't really take the competitive side of fighting games too seriously and spend a good amount of time in the training room practicing combo execution. I feel that if you're not aiming for high ranks combo practice is going to improve the time you have while playing your chosen game more than things like footsies, punishes, etc. Each game has its fair share of gimmicks and strange, hard to deal with characters and mechanics and practicing counters for them all takes a level of dedication many lower level players won't have, or perhaps can't afford to have. Combos can be learned much faster in some games than other aspects of the game, making them more friendly to casual players, and they can be extremely enjoyable to perform.
Didn't JWong basically play Menat without VT1? There's definitely some VT2 Menat's out there, but I wouldn't go so far as to say the character's not worth playing without learning VT combos.
VT1 Can do much more than just Combos. Those Orbs allow her to Augment her Pressure and Defense but more than that they give her Access to some pretty Dirty "Unlockable" Mix Ups... That's something you can't do with VT2... Actually that's not true... VT2 gives you access to better Defense and Offense in the Form of Meter Cost... Since it's only 2 Bars you are afforded atleast one V-Reversal/Shift while still being able to Realistically Activated V-Trigger thanks to it costing one bar less than VT1.... But if you compare the actual triggers themselves... VT1 is obviously Superior in everyway except Damage...
I don't know man, I feel like the basic execution of neutral is more difficult than combos. Learning combos can be hard, but for the most part, it's not like they're the most groundbreaking aspect of fighting game. People act as if combos are the all end to a fighting game's skill when that's not even remotely true. There's so much more, but because players don't understand what's going on, they consider the aspect of the game where you're hitting a person while they can do nothing about it, the hardest part of the game. The truth is, combos become easier over time. Playing a proper neutral game, finding new strategies, trying new things, that's what constantly gets harder and harder. I use to suck at combos, but over time, they've become easier. Everything else has only become harder though.
@@jubanitchi_pbd Yeah, and I agreed with him in the first video. I feel like he's being coerced to make this second video just to appease people who don't want to hear a simple truth.
Actually it sounds like you're the one who's refusing to hear the Simple truth... Both Neutral and Combos are important... You need good Neutral so you can land your Combos and you need good combos so you can minimise the amount of time you have to spend playing Neutral. It's why you save your Critical Art until your Opponent is below 50% Health... So you can Murder them before they have a chance to Pop V-Trigger and Rob You Blind... That's what Both of these videos were about...
@@lookalike4805 I realize both are important, but the argument is whether combos are the "hardest aspect" of fighting games. And I honestly feel like they aren't. I use to think they were at some point too, then they became easier for me over time. Good neutral is a hard aspect imho. The argument was not of their importance, but their difficulty. And even the videos does discuss their difficulty. Some combos are hard, don't get me wrong, but they aren't the end all to a fighting game's skill. Even then, I find some of the hardest aspects of a fighting game are being intuitive and acting within the moment to counter a situation.
@@Siberianhusky89 Yeah I'm Gonna need some examples because Brain already showed some pretty Hard Combos and Street Fighter only has Combo Trials and each character has some really painfully Hard ones but I have no frame of reference to compare them with the difficulty in the Neutral/Offense/Defense Aspect...
I mean they are important, but I wouldn't call them the hard part. Especially since you only need to learn a combo once* *There are exceptions like balance patches altering routes or a combo can change depending upon how some games handle hurboxes, weight, floatiness, etc.
They are only the hard part when you or your opponent are playing sub optimally. Any dominant strategy is a tournamet setting for an established games has much more challenging parameters.
i think it's important to say that combos are the EASY part of FIGHTING GAMES relatively speaking. like, yeah, combos are hard as fuck, but that's the easiest thing you do in fighting games. fighting games in general are hard as megafuck.
Fighting games are competitive. The person on the other end of the line is what makes the game hard or easy. Me beating BrianF for example, would be stupidly hard. Me beating some scrub is stupidly easy. I realize this sounds reductive, but think about it. If your opponent has stellar defense, then it really doesn't matter how easy or hard combos are. If they can read you like a book, it doesn't matter how solid your own defense is. These games are complex and multifaceted, to be sure, but the difficulty comes in defeating another human who doesn't want to lose and has practiced how to win. This goes for any activity that pits 1v1.
I think the hard part of fighting games is fighting balrog and bison, they bullied your childhood as bosses and are tough to fight and now people use them freely
Still cant consistently TTH in third strike, still cant Urien unblockable consistently, still suck ass at links, cant ROM infinite in Marvel. I suck ass
Using Dingo as clickbait. Smart
some sandman lol
*Dingo is Daigo's final form*
@@Top10girl I wanna see a Dingo install in Strive
Damn it I was confused at first but now it’s hilarious
🤣🤣🤣
super underrated video. Everyone focuses on your "Combos are the easy part" when discussing combos but they forget (or ignore!) a lot of the things you say here, which I think is a pity because we really need to look at all sides of the combos discussion
Gotta love these two-packs of contradictory videos
I do find combos are the easier part because I can just sit in the lab and practice it, also very satisfying to learn. The other stuff is much harder to isolate and practice for me.
Yeah, and some things have to be grinded out mid-match
For me, the hardest part to practice is defense. I know how to melt a lifebar, but so does everyone else in Ultra Silver. What I can't do (or even practice effectively) is V-Reversals and Shifts, and knowing when to use each.
Probably 450 of my 488 hours in street fighter is just practicing combos lmao
Oh I found practicing that stuff to be fairly straight forward in Training Mode because the Recording Feature us Pretty Robust... If you know how to use it...
@Lucas Mackel XD no joke
14:30 "Some combos are the hardest combos you could ever possibly attempt, and they do no damage; they're pointless"
Clearly somebody forgot the very first point of why combos are important. Smh...
What is your point?
@@PomadaGaming Style
Swag does sanity damage
@@Vsolid psychological damage is real and super underrated or not talked about for fighting games. Tactical dropping/standing still or doing nothing is the best example of how that skill curve meme “is just doing whatever and it’s working - focusing and actively making decisions - is just doing whatever and it’s working”.
Execution for combos is something no matter how much I play fighting games that I never seem to get better. I'm hard carried by my really good defense since most people don't know how to fight defensive oriented players since most fighting games put big priority on aggression
Sadly, the only solution to execution is just practice. Sometimes there are roadblocks in front of you that you don't even know are there (I was holding the fight stick wrong for a very long time and it made some motions *extremely* hard) but usually it's just slowing down and practicing, building muscle memory. I've spent over 16 hours in guilty gear AC+R on *just* Venom's dubious curve loop, and I only land it about 50% of the time... sometimes you just have to keep grinding it out or pick a different combo that you *can* do consistently.
How do you practice your defense?
@@elgo93 go in training mode, set bot to hard, then just try to block everything the bot is doing. Honestly you’ll just start learning a lot of characters bnb strings and how to block them just doing this for awhile
@@waynesmith7746 so if I put the cpu on hard and practice defending, they’ll do the bnb’s that people actually do?
@@elgo93 you can set a bot to do some attack patterns that are all mixups on each other. For example setting Sol to do a C.s -> F.s and C.s -> tick throw. Throw in a few more options and you might find an option that can defend multiple options or even beats multiple options.
The problem isn't having the execution for the combos, the problem is actually pulling them off on the fly in a real match.
True true
When you become really good at doing them that begins too not be a problem tbh
Actually both those things are a problem... That's the whole point of the video ¯\_(ツ)_/¯
This
basically hit confirming
Over time as I became more accustomed to play fighting games I stopped going for combo IMMEDIATLY andl learned proper fundamentals. I'm still quite lacking in them but nowadays when I play a new game it's like:
- What are my pokes
- my good anti-air
- A BnB
Feel a BnB is important to learn ASAP because you wanna get the most out of the times you land a hit and react on time to go like "oh I can try my bnb!". Of course it shouldn't be the focus right away. Yeah combos are hard but godamn do you feel satisfied when you lab one well AND eventually land it in a match.
I think it goes full circle. Combos becomes much harder when you need a specific situation and eyeball to hitconfirm it correctly. Intentionally creating those situations consistently requires a strong neutral awareness. So the 2 things walk together and complement each other.
For example, SF4 and melty blood have a specific mechanic detail in common:
If you land without using a air normal, you can block during the landing recovery.
But if you did use a air normal, you can't block during the few frames of landing recovery.
So, if you can read/condition the opponent to use jump attacks at a specific timing/range and can aim for this specific moment, you can get a unblockable.
If your execution is good enough, it will lead to a damaging combo with oki, taking away the whole momentum and turning a "neutral" match into something one-sided in your favor.
The thing is, this "trip guard" vulnerable window is extremely small (4f in sf4, 2f in melty), so it's a punish impossible to be done in raw reaction. You need to actually go for it as a conditioning/read of the whole situation on neutral. Even if you do get a hit by coincidence in a "scramble", the 10-20f or hitstun of a normal won't let you confirm it into a full combo in raw reaction too.
On the other hand, while the 2 things are complementary i understand why people recommend so much to new players learning just the most basic combos at the start.
You might just change chars later, or even games. It might end up as a waste of time to grind too much on knowledge that is not reusable for the whole cast/whole fg genre.
Universal mechanics (even esoteric details like trip guard) and awareness on how people usually react, what annoy them/pressure them is way more reusable and virtually will help you get better faster at any char/game later.
Diego umejuarez + 69 everytime = Godtier thumbnail
I remember labbing out dustloops for a full week to try and get consistent with them for +r and after that long i could hit them every time. It took me MONTHS before I was able to hit one in an actual match.
I still havent hit a full one in a match, but I have done single reps in the corner after GV clean hits, then went into sidewinders. plusR is fucking awesome.
Brian upload?? Pog
bogart comment?? Pog
Bogart comment?? Pog
Hmmm... This was a Pleasant Surprise... So many Good Points, Good Examples Shown too... you know what... Im gonna go ahead and Watch it agaiin because theres just so many things to Reflect on :O !
“Combos are the easiest part of fighting games”
“Actually, combos are the hardest part of fighting games”
I’ll take flip flopping mustached men for $500
Lol nice
The thumbnail of delirious Daigo expression insta hacks the algorithm.
man i love these chill discussion vids
very easily digestiable and informative
That wind waker background is SO COOL! I need to find that wallpaper now
Loved the usage of Yaschas Massif in the intro, love that song to bits!
What I also find tricky is some of those V skills or triggers that change the frame data of the character, meaning you have a whole different set of combo options to learn.
I finally understand the OKI concept! thanks BrianF
I think people actually should see combos as hard in more games. I think there are definitely some games where they are plain easy, but thats when they dont have any conditions around the conversion, as is often the case in under-night.
When combos are really hard is when you haven't played enough to know when or how to land the starter. one of my favorite examples of this is street fighter alpha 2 custom combos. You have to learn what kind of situations involve raw CC activate, or the less common link into CC. Going into the lab and learning your CCs is challenging, but that challenge is a waste unless you also know the strategy around starting that combo.
the hardest part of combos is doing them in a real match where you get more tension than you have in training mode and more factors.
But Tension is a Good thing... It allows you to use Roman Cancels and Faultless Defense :P !!!
i cant tell if that is satire cause i said "tension". i meant tension as in the tension of playing against a real player.
I know you what you meant :P
No one was ready for the Brian_F Combo Difficulty mix
I don't know what it is but I just like your commentary videos. I could listen to you talk for a long time Brian. keep up the good work :)
I feel it's more accurate to call combo's optimized damage if we really want to get down to it. You need strong neutral to get into the combos, and you need strong awareness of what's the most damage/positioning in that situation.
tldr: literally the video
Honestly the hardest part is definitely neutral if you don't learn neutral how good your combos are doesn't matter if you can't hit your conversions after you get the hit in neutral then suddenly things start coming together you build meter and you get actual damage plus if you hit a technical combo it does honestly scare your opponent
Identifying & Converting opportunities from any situation always feels incredible, esp when it was you haven't practiced these situations, your understanding & experience regardless of route you take, will always be impressive at high stakes environment
Nice Desktop Background Brain
The best combo is the one you can consistently pull off in a real match.
But the ACTUAL best combo is the one that consistently WINS you matches.
NEVER
STOP
IMPROVING
i see top players start with new characters without even knowing most basic combos and still wash diamonds and masters and sometimes GMs as well. All without that particular skillset. Ofc knowing them makes you alot more efficient but their fundamentals still carry them to victory. That tells me which part is the most important.
For sure, plus you can get a lot of mileage out of a few simple 2-3 hit combos, starting out with a new character.
You're such a fantastic communicator, I appreciate you a ton. Subscribed!
14:00
That part man
And the plenty of hours studying just frame executions mid combos for optimum damage
Like the Kazuya players who lived in training mode trying to perfect all of his different variations for his electric godfists or trying to master Paul's Demolition Man in combos to get the blue sparks as a combo ender now it's more forgiving in Tekken 7
Or that damn Zero Lightning Loop everybody emulated in UMVC3 and ofcourse
The MuthaFuckin Infinite from Ironman in MVC2
I also think learning complex combos help with hand eye coordination control and can help reduce button smashing habits when you master your positioning and exucutions
Remember yall
"🗣 KEEP THE RHYTHM UP!!!"
Number 1 it's really really cool this my friends is the true feel for fighting games that and you get tired of getting hit wit bass ass combos your damn self lmao, love this
im at the stage where combos break my brain a little bit
im focusing on positioning and overall gameplan at the moment and that overloads my mental stack by itself. so when i do land a stray hit or even the perfect, most ideal setup i can lab my brain calcifies for a second and i miss out on all the damage. i often find myself playing against wild people who beat me simply by being able to cash out every time they land a hit, completely nullifying all the hard work i did in cornering them or just keeping them out
it's tempting to blame the game but i know that im just at a particular place in my journey where i cant handle everything i need to handle. but i didnt learn this from the game, the game hasnt taught me shit, i learned this from watching players like brian talk about the game as a whole.
Just learn how to do one combo consistently that you can use as a punish and after a jump in and you're set at lower tiers. That's what I've found at least. I started out with a single combo with Kage that worked as a punish, after a jump in and cross up and I had some good success at low tiers, along with anti-airing. Eventually I was able to use this same combo as a hit-confirm too. So I only had to memorize and train the muscle memory for that one combo and it was useful (tho not optimal) in all of those diff situations
Yoo, if that isn't a peaceful Wind Waker island desktop. Brian knows where his heart belongs.
I can do a max damage combo whenever ez in training mode.. recognizing the situation and following through in a real match is a different story
i see outset island, i hear outset island, i upvote
Combos are fun and i'll keep playing FGC as long as i can combo
Few things are as shameful as dropping a combo as a Gief main. It's 3 hits. It's really embarrassing.
It be like that 😭
12:57 - giant cheese pizza - korean street food
Great explanation once again.
Is that a wind waker background? Looks like the island you start on.
Brian We’re all slowly becoming warlord ranks thanks to these vids 🙏🙏🙏
For every character you only need 5 combos. a combo that's starts from a low. The he did something -6 in my face combo. the he did something -4 in my face combo and he whiffed or I block his dragon punch big combo. And finally the I got a jump in combo big combo.
isnt the -6 and -4 the same? Cheers, I agree with you.
@@OjoRojo40 no some character can do 6 frames normal into another normal into a special move. 6 frame medium normal just lead into more damaging moves then a 4 frame light. like Ryu EX donkey kick.
@@naquan59 yes OK, but in terms of combos you need to know is the same.
The hardest thing about combos that no one talks about is how inconsistent they are. You'll never do a combo 100% of the time, no one does. So you basically have to throw a dice roll and wager your chances, that's why auto combos are so enticing, it's a guaranteed 100% dice roll every time.
Man I was so close to first, then the video went private when I clicked it :( still
Brian_f upload? Pog.
next video: Why combos are part of fighting games, actually
If it weren't for that twitch chat comment at the start of the video I would have forgotten to defrost my chicken
This is why Potemkin is fun. You can try for 1f link kara megafist loops if you're feeling frisky, but if not you can just garuda and and grab a bitch
A big part of fighting games is fighting the connection 90% of the fucking time.
And that's why I've never wanted to play online, even if I could.
8:39 as someone who does a shitton of dbfz combos,i personally think anyone can do them with not too much difficulty,you need muscle memory and know how the game works and what is possible,that’s it.
same goes for menat vt1 etc, it's mostly a thing of getting used to them. that being said, there are combos that are just too difficult, but those are mostly reserved to older games like +r ino 6p 5h iad jk
I enjoyed this video and these types of discussions.
Combo itself isn't hard, but confirming them between block string.... yea
awareness for confirming into them is the hard part
glad to see some menat representation out here.
how to be badass in sfv:
step 1: pick ken
step 2: use v trigger 1
step 3: do many shoryukens in 1 combo and do big damage
i find combos in street fighter 5 and honestly the only reason im probably quitting after 3 days of playing because some combos are easy to work but some have issues where the timing or executing of a move in the middle of a combo is almost impossible, for example laura's thunder clap to ultimate, humanely impossible for me to do with a d-pad or a joystick even tho im clearly pressing the right buttons, i get the thunderclap but the ult doesn't come out the majority of the time
Since you asked, yes. I do like this kind of content.
Love you, Brian.
12:57 giant cheese pizza - korean street food
*me being visibly confused*
But honestly, I can't count how many times I lost due to not being able to do combo or dropping them online. Basically, most of my matches go like this: I move a lot, poke a lot, stun them (because I'm not certain my big damaging combo will land and not being whiffed), and.... now goes a tricky part. If i manage not to screw up, I win.
But 90% of the time I'll miss. Then my game goes from perfect or near perfect to a loss because I screwed up and wasn't unable to delete that remaining chunk of my opponents' health when I had a chance, stressed myself and made more mistakes.
And a vicious circle continues.
Oh, and combos are not cool by default. Short combos are interesting, long and ones that make you put gamepad aside are not.
i like how he was talking about combos and no one in the chat was paying attention to him lol
Fire: It's not hot!
Combo is the easiest part if you are just doing b&b's and standard jump-in combos or on stunned opponents. Combos is the hardest part if you want to optimize damage in every situation. Being consistent in the first part is not too hard, but very hard in the second part.
The F in Brian_F stands for Fair and Reasonably Analysis.
Is Daigo getting any money for being in all those thumbnails?
Bro Capcom should apologize to you they took away the fast fall from Oro bro that's it he's done
What's a good hit-confirm combo with Oro? (That a scrub can pull off).
I can't really find one to do reliably
daigo is the ultimate clickbait face maker, his expresion is either no or surprised youtuber calling peppa at 3AM
Can you explain which part of hit confirm low forward as Karin is easy?i have around 400 hours in sfv as karin only and i still can't do 1 hit confirm combos,you literally +1 on hit,where is this big window you are talking about?I can do 2 hit confirms but 1 hit confirm from low forward seems impossible to me.
I mean, I don't play Karin, but when I confirm off of single hits it's because I am already inputting the next command, expecting the hit to go through, and only stopping if I see it is blocked. So it's not that you are confirming a hit, you expect the hit, you confirm the block and don't press that attack button.
It's the only way I was able to get my head around 1 hit confirms.
NIIIICE
u are intelligent that's why u are a pro
I definitely focus more on combos myself. I don't really take the competitive side of fighting games too seriously and spend a good amount of time in the training room practicing combo execution. I feel that if you're not aiming for high ranks combo practice is going to improve the time you have while playing your chosen game more than things like footsies, punishes, etc. Each game has its fair share of gimmicks and strange, hard to deal with characters and mechanics and practicing counters for them all takes a level of dedication many lower level players won't have, or perhaps can't afford to have. Combos can be learned much faster in some games than other aspects of the game, making them more friendly to casual players, and they can be extremely enjoyable to perform.
Didn't JWong basically play Menat without VT1? There's definitely some VT2 Menat's out there, but I wouldn't go so far as to say the character's not worth playing without learning VT combos.
VT1 Can do much more than just Combos. Those Orbs allow her to Augment her Pressure and Defense but more than that they give her Access to some pretty Dirty "Unlockable" Mix Ups... That's something you can't do with VT2...
Actually that's not true... VT2 gives you access to better Defense and Offense in the Form of Meter Cost... Since it's only 2 Bars you are afforded atleast one V-Reversal/Shift while still being able to Realistically Activated V-Trigger thanks to it costing one bar less than VT1....
But if you compare the actual triggers themselves... VT1 is obviously Superior in everyway except Damage...
I don't know man, I feel like the basic execution of neutral is more difficult than combos. Learning combos can be hard, but for the most part, it's not like they're the most groundbreaking aspect of fighting game. People act as if combos are the all end to a fighting game's skill when that's not even remotely true. There's so much more, but because players don't understand what's going on, they consider the aspect of the game where you're hitting a person while they can do nothing about it, the hardest part of the game. The truth is, combos become easier over time. Playing a proper neutral game, finding new strategies, trying new things, that's what constantly gets harder and harder. I use to suck at combos, but over time, they've become easier. Everything else has only become harder though.
he said that in the first video
@@jubanitchi_pbd Yeah, and I agreed with him in the first video. I feel like he's being coerced to make this second video just to appease people who don't want to hear a simple truth.
Actually it sounds like you're the one who's refusing to hear the Simple truth... Both Neutral and Combos are important...
You need good Neutral so you can land your Combos and you need good combos so you can minimise the amount of time you have to spend playing Neutral. It's why you save your Critical Art until your Opponent is below 50% Health... So you can Murder them before they have a chance to Pop V-Trigger and Rob You Blind...
That's what Both of these videos were about...
@@lookalike4805 I realize both are important, but the argument is whether combos are the "hardest aspect" of fighting games. And I honestly feel like they aren't. I use to think they were at some point too, then they became easier for me over time.
Good neutral is a hard aspect imho. The argument was not of their importance, but their difficulty. And even the videos does discuss their difficulty. Some combos are hard, don't get me wrong, but they aren't the end all to a fighting game's skill. Even then, I find some of the hardest aspects of a fighting game are being intuitive and acting within the moment to counter a situation.
@@Siberianhusky89 Yeah I'm Gonna need some examples because Brain already showed some pretty Hard Combos and Street Fighter only has Combo Trials and each character has some really painfully Hard ones but I have no frame of reference to compare them with the difficulty in the Neutral/Offense/Defense Aspect...
Nice.
i dont think it's one thing specifically, but putting it all together
*insert kronk pic*
I mean they are important, but I wouldn't call them the hard part. Especially since you only need to learn a combo once*
*There are exceptions like balance patches altering routes or a combo can change depending upon how some games handle hurboxes, weight, floatiness, etc.
notepad++ got nerfed.
Ninja Master's Neo Geo 😔😔
Y u drop a vid n it's private I'm tryna watch u man 😞
Why your fighting game rank doesn't matter part 2
ANGRY COMMENT ABOUT SOL
I have nothing to say on this but hi everyone!
1:51 brown name lad clearly hasn’t played twelve in 3S sadly
Let’s go 😫😫
KooF
They are only the hard part when you or your opponent are playing sub optimally. Any dominant strategy is a tournamet setting for an established games has much more challenging parameters.
i think it's important to say that combos are the EASY part of FIGHTING GAMES relatively speaking. like, yeah, combos are hard as fuck, but that's the easiest thing you do in fighting games. fighting games in general are hard as megafuck.
Fighting games are competitive. The person on the other end of the line is what makes the game hard or easy. Me beating BrianF for example, would be stupidly hard. Me beating some scrub is stupidly easy. I realize this sounds reductive, but think about it. If your opponent has stellar defense, then it really doesn't matter how easy or hard combos are. If they can read you like a book, it doesn't matter how solid your own defense is. These games are complex and multifaceted, to be sure, but the difficulty comes in defeating another human who doesn't want to lose and has practiced how to win. This goes for any activity that pits 1v1.
Combos sure are easy part. I know bunch of players that cant play this game but they sure are good at doing combos 24/7.
He baited us all
Why is scaling so high in sfv?
Relative to what
@@Brian_F No scaling
@@scizorking938 no scaling wtf you talking about man
@@Brian_F To sf4
I’m joe,actually.
I think the hard part of fighting games is fighting balrog and bison, they bullied your childhood as bosses and are tough to fight and now people use them freely
Why Vega is low tier.
He is ALL about pokes. Very little damage conversion from his best pokes.
Hi, Twitch chat!
Boomer_Facts moment
Why would you lie to me?
The Easiest part of fighting games is saying Cornball Scrub Masher
Is it me or is Brian getting hotter
Still cant consistently TTH in third strike, still cant Urien unblockable consistently, still suck ass at links, cant ROM infinite in Marvel. I suck ass
See me in skullgirls, though. I'm the king of magic series games