And the heavy punch IS guaranteed as long as you are touching them and you are buffering heavy punch. Sometimes the charge drags them in a weird way such that you aren't touching them after the slam, then the heavy punch is unsafe.
@@berzerker4026 Im an abrams one trick practically, Ascendant IV. The item interactions are No item vs No item=Abrams can heavy melee off charge Debuff **Reducer** vs No Item=Enemy can parry Debuff **Reducer** vs Duration Extender=Abrams can heavy melee Debuff **Remover** vs Duration Extender=Enemy can parry Debuff **Remover** vs Superior Duration **Imbued Charge**=Abrams can heavy melee This is up to date, and assumes both players buffer their melee and parry
Glad someone has made this video, as a fighting game player the frustration people have around melee been really annoying to see as it’s mostly a symptom of a lack of understanding regarding risk reward RPS situations. Hopefully by helping them see these situations in the context they deserve they might stop complaining when a melee paradox team wipes
1) I'm glad you intro your rank from a curiosity lense, but I think it does lend credibility to your info. 2).RPS is a great concept. I don't play fighting games, so it's a nice visual to keep on mind. It also works imo - especially in your wraith/Infernus clip. 3) IDK bout the timings, but it's good info regardless because people can verify for themselves Keep in mind ping will be a factor,.so 2x HM's isn't guaranteed from that perspective. Great video, I love the length, the script, everything. Keep it up!! I wanna see what roaming vs laning looks like in souls/minute and map pressure. The mental stack and fighting game examples are pretty handy!
Kudos for covering this topic in particular. 💪💪 JustVenom is a great channel to watch for examples. He pulls off some really crazy jukes against parries.
Good video though I have to say a shoulder charge into heavy melee buffer is actually guaranteed, sometimes you can miss it if you have to turn around and you usually buy duration anyways for consistency is kind of misinformation, I have tested on sanbox with a friend a whole night and you need debuff reducer to consistently parry it until they get the tier 3 duration item
This was awesome. Love the theory and terminology. Halfway through the video I started feeling motivated to pick up a fighting game (which I never do) to start learning some of these concepts and improving specific skill sets. I would reeeally love to see you do a video expanding on the concept of mental stack, and different ways to weaponize / manage it offensively and defensively. If anyone has reccs on good starting places for more theory like this, I’d super appreciate it. Also would love a recc for a good first fighting game with community and content available to learn stuff like this
As the other person said, CoreA is good for concept videos. And games that have good communities with lots of resources and aren't dead are Street Fighter 6, Tekken 8, and Guilty Gear Strive (SF6 is the usual 2d fighting game, Tekken is 3d, and GGST is a 2d anime fighter)
3:34 heavy mele is always guarantee regardless of charge's level so long you hold the mele button during the charge Doing this causes the heavy melee to happen the very frame charge ends, and requires the enemy to perfectly parry on the frame the charge ends to defend themselves, since you cannot hold the parry button to "buffer" it People often assume they can still parry and will just after your first heavy melee, causing them to loose parry again. Tldr, if you get charged, never try to parry the first heavy melee, you will die otherwise. If you charge, hold mele as you charge
Abrams' Shoulder Charge T2 does not increase the stun duration, it increases the duration that Abrams is charging. If you want to increase the stun length on his 2, you need Duration Extender/Superior Duration.
also noted that in this rock paper scissors analogy after you use paper on scissors you also risk getting rocked over and over again while your paper is on cooldown lol.
I saw someone saying that the abrams stun into punch is thrown off by ping/fps or something, I consistently can do the combo but my friend always gets parried.
What I've noticed is that most often, players parry on a heavy punch (especially with it's sound queue), so try to use light melee to bait the parry. A heavy punch feint can fail if the opp pulls a dash>parry combo. You can also bait a "NOOB" opp by parrying a trooper (slim chance they think you wasted your parry) if they do fall for it, it's should be an easy kill.
good video although the abrams level 2 charge doesn't increase the stun duration but rather the duration of how long the charge lasts, just wanted to let you know
Heavy melee is only guaranteed once you level up charge twice, until you have 3 AP to allocate to it, you have a risk of being parried on your heavy melee's after charge
@@Bishop_FPS that's not true at all, heavy melee is guaranteed if you keep your melee button held while charging and the charge connects. Try it in sandbox.
@@Bishop_FPS 2nd lvlup increases only charge duration, not stun. Idk why u getting this result in testing, recommend checking again, and seeing if lvling up makes any difference - coz due to inconsistent positioning after pinning punch may be parried either way, but rarely.
@@Bishop_FPS That is simply not true. The level 2 increases charge duration and not stun duration. You can test this yourself in sandbox. The only way to prevent a heavy after an Abrams slam is to buy debuff reducer
You need to hold Q while you are charging. If they have debuff reducer, you will not get a guaranteed stun unless you have duration extender. If they get debuff remover then you need improved duration iirc.
Level 2 shoulder charge does NOT increase the stun duration. It increases the CHARGE duration.
And the heavy punch IS guaranteed as long as you are touching them and you are buffering heavy punch. Sometimes the charge drags them in a weird way such that you aren't touching them after the slam, then the heavy punch is unsafe.
@@kered13 also debuff reducer/remover makes it so the heavy melee is not safe
Duration Extender increases the stun too
@@berzerker4026 Im an abrams one trick practically, Ascendant IV. The item interactions are
No item vs No item=Abrams can heavy melee off charge
Debuff **Reducer** vs No Item=Enemy can parry
Debuff **Reducer** vs Duration Extender=Abrams can heavy melee
Debuff **Remover** vs Duration Extender=Enemy can parry
Debuff **Remover** vs Superior Duration **Imbued Charge**=Abrams can heavy melee
This is up to date, and assumes both players buffer their melee and parry
"Get papered, buddy" LOL
really high quality vid, the way you explained the interaction between melee, parry and gun is really good. You gonna grow
Glad someone has made this video, as a fighting game player the frustration people have around melee been really annoying to see as it’s mostly a symptom of a lack of understanding regarding risk reward RPS situations. Hopefully by helping them see these situations in the context they deserve they might stop complaining when a melee paradox team wipes
"Low health parries-... like the one that Wraith on the bench did" was hilarious
Shhhh, don't make the Abrams players start thinking. Then I won't get to farm them by just having good parry reactions.
1) I'm glad you intro your rank from a curiosity lense, but I think it does lend credibility to your info.
2).RPS is a great concept. I don't play fighting games, so it's a nice visual to keep on mind. It also works imo - especially in your wraith/Infernus clip.
3) IDK bout the timings, but it's good info regardless because people can verify for themselves
Keep in mind ping will be a factor,.so 2x HM's isn't guaranteed from that perspective.
Great video, I love the length, the script, everything. Keep it up!!
I wanna see what roaming vs laning looks like in souls/minute and map pressure.
The mental stack and fighting game examples are pretty handy!
Love the b-roll footage at the beginning. Really well made video mate, subbed
Back at it again with the super important deadlock tech! Thanks for the content and looking forward to more in the future
Kudos for covering this topic in particular. 💪💪
JustVenom is a great channel to watch for examples. He pulls off some really crazy jukes against parries.
as an abrahm main, you earned a sub.
Ah yes, the good ol' melee, parry, gun. My favourite reskin of RPS
Good video though I have to say a shoulder charge into heavy melee buffer is actually guaranteed, sometimes you can miss it if you have to turn around and you usually buy duration anyways for consistency is kind of misinformation, I have tested on sanbox with a friend a whole night and you need debuff reducer to consistently parry it until they get the tier 3 duration item
“Good ol’ rock, nothing beats that!”
-WIK watcher about to lose all their channel points
This was awesome. Love the theory and terminology. Halfway through the video I started feeling motivated to pick up a fighting game (which I never do) to start learning some of these concepts and improving specific skill sets.
I would reeeally love to see you do a video expanding on the concept of mental stack, and different ways to weaponize / manage it offensively and defensively.
If anyone has reccs on good starting places for more theory like this, I’d super appreciate it. Also would love a recc for a good first fighting game with community and content available to learn stuff like this
try Under Night In-Birth 2
If you mean fighting game concepts, then Core A Gaming is a great place to start
@@armorparade thanks I’ll look into it!
@@nihilumbraste2428 sick I actually found some of their videos last night and have them queued up. Thanks!
As the other person said, CoreA is good for concept videos. And games that have good communities with lots of resources and aren't dead are Street Fighter 6, Tekken 8, and Guilty Gear Strive (SF6 is the usual 2d fighting game, Tekken is 3d, and GGST is a 2d anime fighter)
3:34 heavy mele is always guarantee regardless of charge's level so long you hold the mele button during the charge
Doing this causes the heavy melee to happen the very frame charge ends, and requires the enemy to perfectly parry on the frame the charge ends to defend themselves, since you cannot hold the parry button to "buffer" it
People often assume they can still parry and will just after your first heavy melee, causing them to loose parry again.
Tldr, if you get charged, never try to parry the first heavy melee, you will die otherwise.
If you charge, hold mele as you charge
Abrams' Shoulder Charge T2 does not increase the stun duration, it increases the duration that Abrams is charging. If you want to increase the stun length on his 2, you need Duration Extender/Superior Duration.
Would love to see an extension on the movement guide to show more fun spots to melee cancel around or wall jump around!
This will be coming up next! I have a work trip coming up, but once I'm back I will finish up my movement route video :D
also noted that in this rock paper scissors analogy after you use paper on scissors you also risk getting rocked over and over again while your paper is on cooldown lol.
So basically, bait, but then once they read that, stop baiting, but then bait. Essentially the answer this video provides is, be unpredictable
As an Abrams main im surprised you didnt go into detail about using Siphon Life to cancel the heavy melee charge.
They removed this on the novmeber 13th patch D:
@Bishop_FPS oh shit aight
I saw someone saying that the abrams stun into punch is thrown off by ping/fps or something, I consistently can do the combo but my friend always gets parried.
What I've noticed is that most often, players parry on a heavy punch (especially with it's sound queue), so try to use light melee to bait the parry. A heavy punch feint can fail if the opp pulls a dash>parry combo. You can also bait a "NOOB" opp by parrying a trooper (slim chance they think you wasted your parry) if they do fall for it, it's should be an easy kill.
i don't play deadlock but this is a good video, comment for the 'rithm
FYI you can always Heavy off a melee if you buffer the move before you pin them.
I’m now a parry pro 💪
4:59 lol you literally made that Wraith sit down
MELEE PLAYER DOING DEADLOCK CONTENT!!! Insta subbed bro 🙏
wonder what abrahams lookin at when u talkin to him, can't look u in the eyes, probably smoking that ish
such deep, much advanced, thank
i constantly do the parry bait and i have seen a ton of people using a parry script, is just so obvious when they parry in the last milisecond
What is a parry script?
@@romanw29615 an auto parry, when it detects a heavy melee nearby it automatically parrys
T.T
my suffering gonna expand a lot
damn you
good video although the abrams level 2 charge doesn't increase the stun duration but rather the duration of how long the charge lasts, just wanted to let you know
Most forgiving parry in any game lol, how long the window is always messes me up
Would be great to take duration items into account too
Im watching this so i can learn how to parry the people who use these tricks
1:17 Why is Diddy playing deadlock bruh
Heavy melee is guaranteed on pin, so 3.34 is inaccurate.
Heavy melee is only guaranteed once you level up charge twice, until you have 3 AP to allocate to it, you have a risk of being parried on your heavy melee's after charge
@@Bishop_FPS that's not true at all, heavy melee is guaranteed if you keep your melee button held while charging and the charge connects. Try it in sandbox.
Yeah if you don't "queue" your punch during the charge you won't get it
@@Bishop_FPS 2nd lvlup increases only charge duration, not stun. Idk why u getting this result in testing, recommend checking again, and seeing if lvling up makes any difference - coz due to inconsistent positioning after pinning punch may be parried either way, but rarely.
@@Bishop_FPS That is simply not true. The level 2 increases charge duration and not stun duration. You can test this yourself in sandbox. The only way to prevent a heavy after an Abrams slam is to buy debuff reducer
10/10 great video
Subbed. I don't use rock and paper enough.
Its also worth mentioning that parry is hard reactable (especially at range). So sometimes the best thing to do is only parry on reaction
Can someone explain how do I miss my melee atack on abrams after charge
You need to hold Q while you are charging.
If they have debuff reducer, you will not get a guaranteed stun unless you have duration extender. If they get debuff remover then you need improved duration iirc.
If you are holding a movement key while charging and queuing punch you will miss everytime if your target is not up against a wall.
how do u get your crosshair ? the "x" type one ?
I use a program called HudSight on steam, and I make my own
@@Bishop_FPS gotcha, shame since i wanted some native settings :P really cool crosshair tho
let's go melee
Never use melee = never get parried
Hella good Bishop
Cool vid!
1:20 How is this man playing deadlock in prison
goated
"i am an ascendant 4 player" buddy nobody cares its a development build
YES YES YES YES
nice
for algrthum
👍 nice
are you tired of getting parried?
then get a hack!
God I tried my hardest to explain to people how to do this as bebop. Bebop just has so many tools to dominate in melee.
im so here for the bishop deadlock content creator arc. THAT'S MY OBSERVER 🥹
(also, as someone who sucks at this game - this rocks, ty)
Lol u forgot 1 more option, called double jump. It can easily replace paper and beat rock.