@@shingstar1 Only if you don't land the grab and call out how it was a read at some point during the match. As long as you get that, you're always the moral victor.
In ST, actually, the direction you end your 360 move Gief in a different arc so that if you don't do the right motion, you can't loop SPDs. But I guess it's the only instance where it matters.
The Zonk stuff with Cody, the plinking with Karin, my DP being a charge move with Oro, frame-perfect Dash Cancelling with Naoto, Hazama's entire kit, FRCs in +R, TK Youzansen with Baiken, the entire concept of links All those dreams that died because I wasn't good enough
I also had a ton of trouble with tk stuff with Juri and Baiken but when looking up various things I found that 2368 inputs make it so much easier. Youzansen being a j.623 input basically means you do 65239 and then hit the button while you're airborne, I actually learned it from playing Mishima's in Tekken and then playing Ramlethal in Xrd because of the 2 frame "electric" daoro because 5 is not considered a motion input. It's a lot easier to practice on P2 with stick but you'll get used to it eventually
I felt that "entire concept of links". this is exactly why my entire moveset for a character are heavy versions of specials, heavy buttons, and throw. oh yeah, and I rushdown with every character because I don't know how to block because brain machine broke
Dash cancelling with Naoto is rarely frame perfect (excluding the buffer window). If anything, the closest is with microdashed normals, not dash cancels.
@@bigbossvince Yeah. On the opposite end, I can never recall Flocker dropping loops even once. And then there is Marlinpie which only finds fun in the junkiest, hardest combos with everybody. Although both of those players suffered from it as Marlin would drop things if it was slightly weird, and Flocker falls apart once Zero is gone
One cool thing about Tekken 7, is that you get to pick your side when you play online, and no matter what, both players can play on "Player 1" side due to the nature of the game.
this was my exact issue in sf4, the fighting game that really brought me back to fighting games i loved sakura, her moves were dope and watching people pilot her well looked badass. but i couldnt do her 1 frame links no matter how much i practiced (i happened to be unemployed for awhile during this era and would play a shitload) so i eventually switched. i realized i wasnt having fun torturing myself to do something that was so counter to my actual abilities, ramming a square peg into a round hole. i switched and was instantly happier while still enjoying sakura players, giving them the little knowing nod whenever they did the hard shit it was thanks to this that i discovered i loved playing makoto of all characters, someone i felt was challenging in an entirely different way but i actually had some success with, or at the very least didnt get pissed off playing i took this as a lesson when picking up a new game: play who looks cool and appeals to me first but be open to dropping them if their gameplan is diametrically opposed to how my brain and body functions
This is why I love the Ram Rekka changes. It opens up so many ridiculous combo routes and block strings, but the dash cancel into special cancel of the dash start-up is difficult to do. So it opens up longer corner carries and higher damaging combos, but at the coat of a higher chance of dropping it and getting less damage compared to a easier combo or block string.
The thing that always makes me feel better about messing up a combo or some execution requirement is watching a top player of my character miss the EXACT same things I do.
As a hitbox player, I can confirm that sides still play just as much of a part as they do on stick, pad, etc. Personally, I have a much harder time rolling my fingers from right to left than I do from left to right. On top of that, some hitbox tricks only work on one side, where you can tap the right button with your right hand.
It is normal to mess up on your off side but the stress of being side switched also adds to difficulty of execution. You think "fuck im on my bad side gotta switch" and your movements become obvious.
This is how I get around not being able to do some of the tighter execution things with sol in strive. I can't reliably Kara to save my own life so every route I have I double down to make sure that I can reliably get them off on either side of the screen.
This is the same difficulty you get just trying to write with your non-dominant hand. I'm naturally left-handed, and was made for my entire adolescence to write right-handed. Through sheer determination and repetition,I finally got to the point where I was "comfortable" writing with my right hand. My left is still dominant, and no amount of repetition will make writing right-handed come as naturally as writing left-handed, but to any outside observer, you'd never know I am left-handed when looking at me in the middle of writing.
Something as simple as your preferred grip style on a stick can change the way you deal with certain inputs. I play with my pinky hooked under the stick, so pressing forward twice is as easy as twisting my wrist slightly, but doing the same motion backwards is much more difficult entirely for biological reasons. I can still consistently backdash relatively easily (I wouldn't use the grip style if I couldn't do everything i needed to easily) but I have to put in maybe 3x the effort to backdash as i have to forward dash, and that makes it a few frames slower.
This is why I always find the side that is harder for me to perform on and start practicing there. Its easier for me to start on the hard side and translate it to the easier side and because of this I find myself confident on p1 or p2 side.
So you made a video response to me? That's crazy. Neat! Looking back, if I ever do play +R and actually try to main Baiken I think I'd be able to get by just using normals. That is what +R taught me initially, that normals are useful but I guess I just focused on using Kliffs because they were the biggest. I did not, however, understand offense. Playing so many Testaments, Johnnys and even Fausts made try to focus on my defensive game so I never quite got the aggressive side of it. That's something I will have to correct with Strive.
I've started practicing on the P2 side naturally a long while ago when I first became aware of this kind of thing in so many fighting games intentionally so that I don't hit that sort of people plugging in first issue. But it is also really good when I play things like Strive that sometimes make me play on P1 side, forces me to train both sides but I'm more likely to get my good side unchallenged.
I can reliably hit DP inputs on P2 side because my thumb sits comfortably on that side of the Dpad And I just can't for the life of me play pot cause doing HC F raw might as well be an act of congress
Try doing this: forward, quarter circle down (412),and forward. You don't have to do the full half circle motion. This is the trick to playing goldlwis or any complicated fighting game, finding the shortcut input is part of the lab process.
@@mmmk6322 doesn't work on Pot. I'm a Pot main and tried this before. What you could do if you're playing on stick is, do an almost full circle motion and when you get back to the front, press P. You won't be able to kara cancel this way though, which is a huge part of Pot's arsenal.
@@G-MEISTER6 this is troll, the half circle inputs being shortcut by 624 or 426 definitely work with Pot (as anyone with a keyboard or hitbox can test in one second). The Potbuster input in strive is actually very forgiving, there are a ton of things the game will accept as a PB. The thing to remember is the 4. None of the input shortcuts (that I know of anyway) will give you the PB if you don't hit 4. 95% of the time if you're missing buster it's because you panic, go too fast, and input 63216P (often with a bunch of additional directions between the 1 and final 6 that the game just charitably overlooks).
@@I_recommend_suicide Yea you're right. I'm not trolling? Maybe I misread mmmk comment but they made it seem like you don't need to input the 4 or 6 (depending on what side you are). Thought they ment they can just cut the back input directly from down to forward.
Possibly the most interesting 1P/2P thing to me was in Marvel 3 where Marn couldn't do Zero's lightning loops on 2P side but could do them on 1P side lmao
Manual dashing is pretty hard, I always mess it up. But what I did is set my jump to space and my w key to dash… tricky at first but once you get used to it it works really well
On a hitbox you have a lot of motions that are like drumming your fingers, and people'll probably find that you've spent your life drumming from pinky to forefinger and going the other way is very unnatural. 412364 is a lot easier to hit than 632146.
I feel this with Peach in Smash. I just can't handle the actual combos she has. Like, here I can doing downthrow into back air while other Peaches are doing advanced quantum physics with turnips and killing from the first frame of character select
She’s seriously BRUTAL on the fingers. Found it reassuring to see MuteAce struggle with the low float nair stuff during L’Oddyssey. It doesn’t get easier, we just get better. Still, I’m no peach player lmao. Just don’t like how Ult feels when characters demand that level of precision
Hitbox player here, execution is suppeeer hard on P2 side because your down forward motions rely on middle and ring finger. Sometimes just to make sure I don't drop I have to switch to middle index for right-side double qcf. GGST super motion can go fk off tho lol
I play on hitbox too and what you can do instead is run your index finger from forward to back and then forward again, going over all the buttons. Since you technically did a half circle and also hit forward, this works for doing supers.
Yeah, def. I played Kaz on Jstick but recently switched to a Kstick. I found myself having to relearn a lot of execution, and I've noticed that I've been winning more cuz im going for the safer options, rather than just trying the max dmg combo i can hit 50-70% of the time. Its applicable to all skill levels.
I actually practiced alot of Kof combos on 2p side 1st then on 1p side so for me I only drop combos if I do a misinput Examples in Kof 13 :- Ash Sans Culotte Combos Reg.Kyo's Stun Combos Benimaru loops Ex.Iori loops Takuma's HD combos
Well, of course the side matters, unless you specifically practised for both. You do use slightly different muscles or even whole fingers in case of Hit Boxes or even keyboard for PC players (when I was just casually playing GGX2 on PC before I even thought about committing somewhat to FGs, I couldn't do 632146 on the default left side to save my life). Even arcade sticks are moved slightly different in both directions.
An example of this was a character I wanted to learn in tekken 7 this is coming from someone who put 2k hours into it basically the execution also impacts risk reward for a player too. Why play lee chaolan a character with an steep execution barrier when you could learn a mishima and maybe hash out a few electrics here and there if you were practiced enough at doing it. It's another reason why I avoid mishimas like the plague in tekken 7. Thats just further elaboration from the tekken 7 perspective as to what goes on, don't even get me started on the korean backdash being faster or slower depending on if you are on 1p or 2p side
I think the whole which side thing is probably a mix between dominant hands and just hand physiology in general the muscles that control the thumb isn't literally doing the exact same motion but in reverse when your qcfing from p1 side as when its doing the same in p2 side
That pain when you first start using d-pad is real. It's kinda like getting callouses from playing drums or guitar. After a while your hands adapt and it doesn't hurt. Would recommend getting used to d-pad though, you'll make a lot fewer input mistakes, especially with jumping. Just do it a little bit each time you play, then switch to analog when it hurts.
It’s funny to me, I’m like the complete opposite. I could never hit half circles on pad but then one day I switched to stick and suddenly I’m buffering halfcircles all the time without even thinking about it. That’s why I like playing Dudley in fact since I can hit a lot of his combos pretty easily for a character people say has “technical” stuff.
I'm exactly reversed. I can hit the PB motion no problem on P2 using my hitbox, but I only hit it like 60% of the time on P1 side. I also can't play Goldlewis on either side no matter how hard I try.
I only recently, after hours of practicing, can consistently do Kire tatami. And that's not even the insane stuff Baiken needs to do like FRC pickups or TK Youzansen. Sometimes you need to just either commit to the fact that you won't always land hard stuff in a match or play an easier character or even game in general. Or, barring that, knuckle down and really practice.
Yeah, that's what I did. Ended up playing Kliff whose gameplan was "Sleep me or get slept". Didnt even understand much of fgs so I just used normals and an easy move to get by.
Alternatively, you can play a character, for a lack of a better term, sub-optimally. I played Chun all throughout SF4. Because I couldn't piano and sliding just felt weird, I could never do her LL loops and other stuff that required it. I spent a lot of time trying to get my pianoing down but it just never happened. I ended up relying on her amazing normals to keep people out and frustrated until they made a mistake which allowed me to use her less than stellar offense. The style sounds boring but that's until I landed a surprise Hazanshu that led to a full combo. Those were the instances I lived for. Bottom line, you can also make the choice to play a character your way and screw everything else.
on GG strive my special cancel from aerial works consitently on 1p side and i cant land it well on 2p side this made me have to look at other uses of meter and i got more used to roman canceling becaue of it :D
I'll agree on this as someone who played Ash in Kof XIII doing hd combos on p1 side was hard but with practice I learned how to do them a 100% but when I play Ash on 2p side I rarely pull them off although I don't have this issue with two of my other characters in Reg. Kyo and Benimaru with Ash it practically changed my team order.
There are a lot of cool characters I'd love to play as, but the problem is that they are charge characters, and that Type of execution is simply not my thing, I can't do it.
It depends on the game as well, does it not? By the way, charge characters do have certain moves that allow them to work a bit better. Meaning you can charge an input, do a move and then release the charge input. Do try and practice them, it is always nice to play a character you like.
This is comforting. I can't do a Tyrant Rave motion on the right side with any kind of consistency. I'm way too slow to perform it 100% of the time fast on the 2P side, while in the 1P side I can do it as fast as humanly possible 99.9% of the time lmao.
i hate doing double tatsu inputs on p1 side. something about it throws me off so much. but throw me on p2 side and i'm doing those motions 10/10 times. but the opposite is true when it comes to dp inputs. p1 side i can do them just fine, p2 and i struggle so much more. it's pretty funny that a fairly simple motion becomes so much harder just for being the first or second player
This reminds me of martial arts. Some people are great at southpaw (right foot forward) but bad at orthodox (left food forward) and vice versa. Some people are better at ground than standing up, and vice verse. Ideally you practice both, but it’s normal to be stronger at certain aspects.
Tekken 7 is mentioned here, and the fact that you can play that game online on whatever side you want (usually P1) made it really obvious if someone were playing offline for the first time. I've seen people lose tournaments on playing RPS about which side they get, because they would be legit contenders to win the tournament on P1 side, but be utterly incapable of moving on P2. Most of said players will remedy this problem pretty quick, but it's kind of ridiculous how glaring that weakness can be.
As a hitbox player, the sides def aren't any easier. I play venom in +r and Goldlewis and jack o in strive. I just recently spent a few hours learning how to tk axl bomber on hitbox and had to invent my own way of doing it. Execution is always something that can improve at any level.
for me, (i dont play on hitbox but i use kbm on alot of games) my ring finger has far less dexterity then my middle and pointer which probs causes the side issues
Win RPS: "gg outplayed" The biggest issue I have with side switching is DPs. I kinda have trouble with them anyway since I tend to overshoot the 2 input so often it registers QCB.
The 1p-2p thing reminds me of the major difference between riding regular stance and switch stance on a skateboard or longboard. Watching someone that can ride switch as well as they do regular it will seem like it's just something natural but when you try to do it yourself you feel like a total goof. It takes a ton of practice to ride well in switch stance, especially when you're doing powerslides at 50km/h between the two stances...
I play on keyboard, and the only inputs I struggle with are half circles and full circles. I end up losing my back input because I’m not rolling the input enough. So my super inputs always look like 63216 and I lose many rounds because of it.
I feel your pain! I play using a hitbox style controller and it's the same issue for me on P1 side. I don't have the problem on P2 side since the motion in that direction is more natural for me.
I will say on the Hitbox comment, it did ALLEVIATE my issues, but it didn't SOLVE them. I'm still noticeably better at one side than the other, but the gap between the two is much closer than it was on stick.
I for whatever reason do way better on 2P side. I actually have to practice more on 1p side. Works for me tho cause I almost always get 2p side since no one wants it.
I have been training for months now but i still cant do tatami frc kire tatami consistently in +R with baiken on 2p side. Good thing i can confirm tatami frc j.h in the corner though, that really makes this issue not that important.
After playing a while and building up dexterity in your ring finger, it does get better. I originally had the same problem on boxx but eventually got used to it
I have to practice DP on my Hitbox, on Player 2 side, every day. My ring finger is just not as fast as my pointer finger and it gets tired more quickly when I play. Kind of a bummer.
I play Ivy in SoulCalibur and I yet never attempt in a real match Summon Suffering and Calamity Symphony despite they're major part of her gameplay. They're too hard, and easy to screw.
Funny, I can only play sagat on 2p side. Fireball motions in that direction feel easier to me. I'm only in silver but it makes the difference between me fighting for my life or being mauled to death 💀
Sajam, i want to know your opinion on "steam deck" (handheld pc), will it revolutionize fighting game? Like potential standard for lot of tournament to use pc as it main device (lot of people use pc for low lag than console) This could also open up lot more sponsorship like other big tournament game (monitor or even hardware like amd processor and graphic card) Cuz steam deck spec is somewhat mid-high (on par with ps4) so its should be able to play latest fg easily And mainly its a mobile pc handheld device that could be plug into anything and work just like a real pc (can be used to stream, plug to the monitor, or to projector, opening web browser, doing work stuff like opening word or power point) Cuz if its possible then the fgc landscape of sponsorship will change and potentially bringing in more prize pool as the tech manufacturer could see their hardware were used (basically a mouth to mouth promotion like, "that tournament run well cuz they use nvidia, amd, intel, etc man so we gotta use one of those" is enough to convince a company to sponsor it) and of course its a PC, so its flexible open source and nothing like "pc exclusive" thing happen just like some console, so evo could somewhat free themself from sony influence on ps exclusive tournament which some game like KI cant be brought in like last year online tourney Cuz PC hardware company concern is that "they use our hardware in their tournament"(on the surface its same like every console dev sponsorship), but pc is open ended and no fg is pc exclusive usually its (ps exclusive but also available on pc, or xbox exclusive but also available on pc) so when we use pc then there's no exclusivity and open up more sponsor opportunity (This need some research to back it up probably) the fg market is somewhat "small", and making the game" console exclusive" is not gonna be happend cuz it will create a big loss of market opportunity especially in developing country (why they divide a market that already small, compared to fps moba etc, so their high production cost wouldnt make them console exclusive due to small market), so i dont see in anyway that some dev gonna make their game console exclusive to fight the fgc movement of migrating to pc as their base tournament device
Always try to find shortcut inputs you are comfortable with. For ggst specifically, they've got a shortcut input for all half circle motion that has this universal rule. Halfcircle motion short cut: First and last input must be done at the start and at the end. At least Two inputs out the three in between inputs must be pressed. In other words, goldlwis 41236H can be short cut with either 4236H or 4126H. And even 4136H works but that would make you a weirdo. Same goes for the one's that hit up. 2368H and 2148H works.
Fighting games made me have to develop a third hand just so I can play on the left side. I put it away after I'm done whiffing demon inputs, losing me the game.
I've seen someone say that technical characters require "chunking." You can do certain sequences because you practice them until your hands flow like water, but the incredibly tight execution of each individual move isn't something you can make new combinations with on the fly, and how many variations are you able to commit to memory without confusing your hands? No matter how good you are, simpler characters have the edge in adaptation. Though that wasn't really the point of this video. That was more about how Hungrybox can compete with the five best Melee players by using his relatively simple character to pull them out of their comfort zone. While this vid's like, hey, don't worry about diving into matches with imperfect execution because even people in the upper echelons do that all the time, and there are ways to cover your weaknesses.
cannot hit bryan taunt follow ups on P2 side in tekken despite having the frame perfect one at like 80% on P1 side, timing is the same It's just discomfort with the visual I think
It is nice to hear that even top level players struggle with execution because everyone always assumes there is perfection in all forms of execution at top level play when they learn whatever game it is. I play smash Ultimate currently, but this definitely effects me on the more execution heavy characters. Terry, Shotos, and Kazuya are easy example because of their motion inputs. The biggest example being Terry because it's pretty easy to see when they are looking for an opportunity for Power Geyser or Buster Wolf because they'll be moving back and forth/crouching much more often. Perceptive players fighting an average Terry will be able to see this and counter the Terry hard for this every time, so the Terry does have to focus on less execution heavy things to get thing into a position where he can do more execution heavy stuff and that's when they start to become a good Terry. It takes time to do the inputs, sometimes you just need something a bit faster to come out. Here's an example of a Ryu that needs to kill an opponent above him but he has to be fast to do it. His Shoryuken is Frame 6 in Ultimate, which is absurdly fast for kill option. However it takes time to do the motion input (unless you're canceling out of another move of course). Sometimes it's better to just use an up smash, which is frame 9 to come out. So if you are to do a Shoryuken, you have to do frame perfect inputs to beat out the up smash by one frame. Shoryuken will hit harder, and kill earlier, but the execution required is so tight that it's probably better to just up smash for something reliable (now that I think about it after type this, there was a video that one of the example was a pro Ken player not using a Shoryuken, and just doing the simple grounded anti-air move instead because it was easier, but still doing great with it. So it's not just smash it seems). There's a lot of other differences between the moves and when you should use them, but once again, just a basic example. Also there is a level of mental pressure a player can place on the opponent to mess up their inputs (and even stuff outside of execution), so sometimes you might need to simplify things for a bit if you're too scared/tilted/whatever to concentrate for a bit. Level of execution required also effects character choice as well. Just got off a video about characters that have "potential" because of their inhumanly high skill ceiling to the point where no one can actually use them competitively. Saw another video recently about how simpler characters can sometimes do better in the long term in a set because the character has to make less decisions since the brain can only make so many decisions and burns out after a while. Not saying everyone should be playing the most simple of characters though. Characters with more execution usually have more options available to them, or have something crazy good about them. Personally I like characters of all levels of execution. Low execution generally means stronger focus on the mental game, high execution means all the options in the world, normal amount is just for something nice and balanced.
@@NEET1822 Just woke up and I'm sick at the moment, so sorry if I repeat myself here: Yeah, Smash a platform fighter. Of course there's going to be some differences, but general concepts in fighting games usually translate pretty well to smash. The main difference is that Smash has an emphasis on positioning and state of the game since where you are on the stage effects your options a lot (whereas fighting games just have the corner), along with whatever health % changing up your combos. Meanwhile fighting games seem to be a bit more about showing off the execution of your combos which should always work at any point in the match as long as you know how to do the combo without panicking because health does not effect how far an opponent goes. Also doing stuff on the ground since jumping can be a huge commitment for many fighting games due to stiff jump arcs. Overall they test a different set of skills, but outside those few big differences, knowing how to use your character and predicting the opponent has a lot more overlap between these games compared to other genres. It's why I like watching the FGC videos, because it actually helps my gameplay in Smash because there's different ideas that I haven't considered before. If I just stick to listening to only people in one game community, I'll start stagnating a bit as I just repeat what everyone else does since it's the common optimal stuff to do. Whereas FGC videos often have a different view on subjects, which helps me to brainstorm stuff in new ways, and it's helped me play smash significantly better because I now have new tools that other people aren't used to.
A lot of my dropped characters might not have been due to difficulties, some where but for me it was the boredom I would get of having to practice when I hit an online skill wall.
The perks for picking a 360 character is that no matter which way the wind blows, the churn is the same
Inspirational
I’m in tears that’s beautiful
is it possible for grapplerchads to lose?
@@shingstar1 Only if you don't land the grab and call out how it was a read at some point during the match. As long as you get that, you're always the moral victor.
In ST, actually, the direction you end your 360 move Gief in a different arc so that if you don't do the right motion, you can't loop SPDs. But I guess it's the only instance where it matters.
The Zonk stuff with Cody, the plinking with Karin, my DP being a charge move with Oro, frame-perfect Dash Cancelling with Naoto, Hazama's entire kit, FRCs in +R, TK Youzansen with Baiken, the entire concept of links
All those dreams that died because I wasn't good enough
I also had a ton of trouble with tk stuff with Juri and Baiken but when looking up various things I found that 2368 inputs make it so much easier. Youzansen being a j.623 input basically means you do 65239 and then hit the button while you're airborne, I actually learned it from playing Mishima's in Tekken and then playing Ramlethal in Xrd because of the 2 frame "electric" daoro because 5 is not considered a motion input. It's a lot easier to practice on P2 with stick but you'll get used to it eventually
I felt that "entire concept of links".
this is exactly why my entire moveset for a character are heavy versions of specials, heavy buttons, and throw.
oh yeah, and I rushdown with every character because I don't know how to block because brain machine broke
Dash cancelling with Naoto is rarely frame perfect (excluding the buffer window). If anything, the closest is with microdashed normals, not dash cancels.
"Maybe you guys like C Viper in SFIV"
Way to hit me hard super early into the video
That picture of ApologyMan is legendary
The counter to UMVC3 Zero was to get comboed on at the left corner so they drop their lightning loops
Zero's dropping loops on left into day one combos killing him is a true combo
@@NotFortheMoonay pretty sure the first zero i remember that really had that weakness was Marn right?
@@bigbossvince Yeah. On the opposite end, I can never recall Flocker dropping loops even once. And then there is Marlinpie which only finds fun in the junkiest, hardest combos with everybody. Although both of those players suffered from it as Marlin would drop things if it was slightly weird, and Flocker falls apart once Zero is gone
One cool thing about Tekken 7, is that you get to pick your side when you play online, and no matter what, both players can play on "Player 1" side due to the nature of the game.
When I see a Mishima i always assume they pick 2p
@@rpgtimefire Mishima execution is easy on p2, but they're harder to defend against on p1
@@q6969 facts cause its easier to ss block but I bet nobody picks 2p against them cause they don't practice on that side.
Until you play an offline tourney
@@TH3L3M0N Yeah, when you play an offline tourney you're no longer playing online.
this was my exact issue in sf4, the fighting game that really brought me back to fighting games
i loved sakura, her moves were dope and watching people pilot her well looked badass. but i couldnt do her 1 frame links no matter how much i practiced (i happened to be unemployed for awhile during this era and would play a shitload) so i eventually switched. i realized i wasnt having fun torturing myself to do something that was so counter to my actual abilities, ramming a square peg into a round hole. i switched and was instantly happier while still enjoying sakura players, giving them the little knowing nod whenever they did the hard shit
it was thanks to this that i discovered i loved playing makoto of all characters, someone i felt was challenging in an entirely different way but i actually had some success with, or at the very least didnt get pissed off playing
i took this as a lesson when picking up a new game: play who looks cool and appeals to me first but be open to dropping them if their gameplan is diametrically opposed to how my brain and body functions
This is why I love the Ram Rekka changes. It opens up so many ridiculous combo routes and block strings, but the dash cancel into special cancel of the dash start-up is difficult to do. So it opens up longer corner carries and higher damaging combos, but at the coat of a higher chance of dropping it and getting less damage compared to a easier combo or block string.
The thing that always makes me feel better about messing up a combo or some execution requirement is watching a top player of my character miss the EXACT same things I do.
As a hitbox player, I can confirm that sides still play just as much of a part as they do on stick, pad, etc. Personally, I have a much harder time rolling my fingers from right to left than I do from left to right. On top of that, some hitbox tricks only work on one side, where you can tap the right button with your right hand.
high execution barriers are one of the most beautiful parts of fighting games
It is normal to mess up on your off side but the stress of being side switched also adds to difficulty of execution. You think "fuck im on my bad side gotta switch" and your movements become obvious.
This is how I get around not being able to do some of the tighter execution things with sol in strive. I can't reliably Kara to save my own life so every route I have I double down to make sure that I can reliably get them off on either side of the screen.
This is the same difficulty you get just trying to write with your non-dominant hand. I'm naturally left-handed, and was made for my entire adolescence to write right-handed. Through sheer determination and repetition,I finally got to the point where I was "comfortable" writing with my right hand. My left is still dominant, and no amount of repetition will make writing right-handed come as naturally as writing left-handed, but to any outside observer, you'd never know I am left-handed when looking at me in the middle of writing.
Something as simple as your preferred grip style on a stick can change the way you deal with certain inputs. I play with my pinky hooked under the stick, so pressing forward twice is as easy as twisting my wrist slightly, but doing the same motion backwards is much more difficult entirely for biological reasons. I can still consistently backdash relatively easily (I wouldn't use the grip style if I couldn't do everything i needed to easily) but I have to put in maybe 3x the effort to backdash as i have to forward dash, and that makes it a few frames slower.
I have to use wineglass grip to consistently TK.DP's on P1 side, but I'm fine using my normal grip on P2.
This is why I always find the side that is harder for me to perform on and start practicing there. Its easier for me to start on the hard side and translate it to the easier side and because of this I find myself confident on p1 or p2 side.
So you made a video response to me? That's crazy. Neat! Looking back, if I ever do play +R and actually try to main Baiken I think I'd be able to get by just using normals. That is what +R taught me initially, that normals are useful but I guess I just focused on using Kliffs because they were the biggest. I did not, however, understand offense. Playing so many Testaments, Johnnys and even Fausts made try to focus on my defensive game so I never quite got the aggressive side of it. That's something I will have to correct with Strive.
I've started practicing on the P2 side naturally a long while ago when I first became aware of this kind of thing in so many fighting games intentionally so that I don't hit that sort of people plugging in first issue. But it is also really good when I play things like Strive that sometimes make me play on P1 side, forces me to train both sides but I'm more likely to get my good side unchallenged.
I can reliably hit DP inputs on P2 side because my thumb sits comfortably on that side of the Dpad
And I just can't for the life of me play pot cause doing HC F raw might as well be an act of congress
Try doing this: forward, quarter circle down (412),and forward.
You don't have to do the full half circle motion. This is the trick to playing goldlwis or any complicated fighting game, finding the shortcut input is part of the lab process.
@@mmmk6322 man as soon as I get home I'm gonna give it a shot. Big thanks
@@mmmk6322 doesn't work on Pot. I'm a Pot main and tried this before. What you could do if you're playing on stick is, do an almost full circle motion and when you get back to the front, press P. You won't be able to kara cancel this way though, which is a huge part of Pot's arsenal.
@@G-MEISTER6 this is troll, the half circle inputs being shortcut by 624 or 426 definitely work with Pot (as anyone with a keyboard or hitbox can test in one second). The Potbuster input in strive is actually very forgiving, there are a ton of things the game will accept as a PB. The thing to remember is the 4. None of the input shortcuts (that I know of anyway) will give you the PB if you don't hit 4.
95% of the time if you're missing buster it's because you panic, go too fast, and input 63216P (often with a bunch of additional directions between the 1 and final 6 that the game just charitably overlooks).
@@I_recommend_suicide Yea you're right. I'm not trolling? Maybe I misread mmmk comment but they made it seem like you don't need to input the 4 or 6 (depending on what side you are). Thought they ment they can just cut the back input directly from down to forward.
That's how I feel about playing Fox in Melee. The optimal stuff is just too technical for me his bread and butter stuff is still pretty good
Possibly the most interesting 1P/2P thing to me was in Marvel 3 where Marn couldn't do Zero's lightning loops on 2P side but could do them on 1P side lmao
This is exactly why I picked Potemkin and I can't play anyone else. I simply hate dashing, period.
Manual dashing is pretty hard, I always mess it up. But what I did is set my jump to space and my w key to dash… tricky at first but once you get used to it it works really well
I'm in... Sajam thumbnails has been always top tier but this one is something else.
On a hitbox you have a lot of motions that are like drumming your fingers, and people'll probably find that you've spent your life drumming from pinky to forefinger and going the other way is very unnatural. 412364 is a lot easier to hit than 632146.
I feel this with Peach in Smash. I just can't handle the actual combos she has. Like, here I can doing downthrow into back air while other Peaches are doing advanced quantum physics with turnips and killing from the first frame of character select
She’s seriously BRUTAL on the fingers. Found it reassuring to see MuteAce struggle with the low float nair stuff during L’Oddyssey. It doesn’t get easier, we just get better. Still, I’m no peach player lmao. Just don’t like how Ult feels when characters demand that level of precision
Hitbox player here, execution is suppeeer hard on P2 side because your down forward motions rely on middle and ring finger. Sometimes just to make sure I don't drop I have to switch to middle index for right-side double qcf. GGST super motion can go fk off tho lol
I play on hitbox too and what you can do instead is run your index finger from forward to back and then forward again, going over all the buttons. Since you technically did a half circle and also hit forward, this works for doing supers.
Yeah, def. I played Kaz on Jstick but recently switched to a Kstick. I found myself having to relearn a lot of execution, and I've noticed that I've been winning more cuz im going for the safer options, rather than just trying the max dmg combo i can hit 50-70% of the time. Its applicable to all skill levels.
That was the exact thing that happened to me with C. Viper. And KoF. It's not even the weird inputs. It's the movement.
I actually practiced alot of Kof combos on 2p side 1st then on 1p side so for me I only drop combos if I do a misinput
Examples in Kof 13 :-
Ash Sans Culotte Combos
Reg.Kyo's Stun Combos
Benimaru loops
Ex.Iori loops
Takuma's HD combos
wall cling fireballs wall cling fireballs wall cling fireballs
Well, of course the side matters, unless you specifically practised for both. You do use slightly different muscles or even whole fingers in case of Hit Boxes or even keyboard for PC players (when I was just casually playing GGX2 on PC before I even thought about committing somewhat to FGs, I couldn't do 632146 on the default left side to save my life). Even arcade sticks are moved slightly different in both directions.
An example of this was a character I wanted to learn in tekken 7 this is coming from someone who put 2k hours into it basically the execution also impacts risk reward for a player too. Why play lee chaolan a character with an steep execution barrier when you could learn a mishima and maybe hash out a few electrics here and there if you were practiced enough at doing it. It's another reason why I avoid mishimas like the plague in tekken 7. Thats just further elaboration from the tekken 7 perspective as to what goes on, don't even get me started on the korean backdash being faster or slower depending on if you are on 1p or 2p side
I think the whole which side thing is probably a mix between dominant hands and just hand physiology in general the muscles that control the thumb isn't literally doing the exact same motion but in reverse when your qcfing from p1 side as when its doing the same in p2 side
Analog stick gang rise up!
Because dpad is painful and arcade stick is expensive
That pain when you first start using d-pad is real. It's kinda like getting callouses from playing drums or guitar. After a while your hands adapt and it doesn't hurt. Would recommend getting used to d-pad though, you'll make a lot fewer input mistakes, especially with jumping. Just do it a little bit each time you play, then switch to analog when it hurts.
I can do 3s Dudley combos in my sleep on controller. On stick? Cant even do a super cancel without breaking my hands
Piece of advice: Never be a specialist. I learned that the hard way.
It’s funny to me, I’m like the complete opposite. I could never hit half circles on pad but then one day I switched to stick and suddenly I’m buffering halfcircles all the time without even thinking about it. That’s why I like playing Dudley in fact since I can hit a lot of his combos pretty easily for a character people say has “technical” stuff.
Tominaga popped into my head before that question was over lol. What a legend.
OR, hear me out, you can just be Sako
The moment you talked about being better on P1 side I instantly thought of Apologyman lmao
Sajam always seems 1 comment away from becoming the Crestfallen Warrior.
Potemkin on Hitbox is definitely this. My PB on P1 side is a piece of cake, but on P2 side I'm a lot less consistent.
I'm exactly reversed. I can hit the PB motion no problem on P2 using my hitbox, but I only hit it like 60% of the time on P1 side. I also can't play Goldlewis on either side no matter how hard I try.
I only recently, after hours of practicing, can consistently do Kire tatami. And that's not even the insane stuff Baiken needs to do like FRC pickups or TK Youzansen. Sometimes you need to just either commit to the fact that you won't always land hard stuff in a match or play an easier character or even game in general. Or, barring that, knuckle down and really practice.
Yeah, that's what I did. Ended up playing Kliff whose gameplan was "Sleep me or get slept". Didnt even understand much of fgs so I just used normals and an easy move to get by.
Alternatively, you can play a character, for a lack of a better term, sub-optimally. I played Chun all throughout SF4. Because I couldn't piano and sliding just felt weird, I could never do her LL loops and other stuff that required it. I spent a lot of time trying to get my pianoing down but it just never happened. I ended up relying on her amazing normals to keep people out and frustrated until they made a mistake which allowed me to use her less than stellar offense. The style sounds boring but that's until I landed a surprise Hazanshu that led to a full combo. Those were the instances I lived for.
Bottom line, you can also make the choice to play a character your way and screw everything else.
left side overdrive input is killing me
on GG strive my special cancel from aerial works consitently on 1p side and i cant land it well on 2p side
this made me have to look at other uses of meter and i got more used to roman canceling becaue of it :D
I always pick 2p side when I play ranked T7 just so it will help me learn on my weaker side
I'll agree on this as someone who played Ash in Kof XIII doing hd combos on p1 side was hard but with practice I learned how to do them a 100% but when I play Ash on 2p side I rarely pull them off although I don't have this issue with two of my other characters in Reg. Kyo and Benimaru with Ash it practically changed my team order.
that reminds me... it's 'will it be killin'-day!
There are a lot of cool characters I'd love to play as, but the problem is that they are charge characters, and that Type of execution is simply not my thing, I can't do it.
It depends on the game as well, does it not? By the way, charge characters do have certain moves that allow them to work a bit better. Meaning you can charge an input, do a move and then release the charge input. Do try and practice them, it is always nice to play a character you like.
I feel the same way except I hate doing motions and only play charge characters.
I'm in hell.
This was the same reason why I learned Ashi n Kof 13 hard as hell but rewarding because it gives me the satisfaction of playing with a cool character.
This is comforting. I can't do a Tyrant Rave motion on the right side with any kind of consistency. I'm way too slow to perform it 100% of the time fast on the 2P side, while in the 1P side I can do it as fast as humanly possible 99.9% of the time lmao.
Get good
i hate doing double tatsu inputs on p1 side. something about it throws me off so much. but throw me on p2 side and i'm doing those motions 10/10 times. but the opposite is true when it comes to dp inputs. p1 side i can do them just fine, p2 and i struggle so much more. it's pretty funny that a fairly simple motion becomes so much harder just for being the first or second player
This reminds me of martial arts. Some people are great at southpaw (right foot forward) but bad at orthodox (left food forward) and vice versa. Some people are better at ground than standing up, and vice verse. Ideally you practice both, but it’s normal to be stronger at certain aspects.
This hit me as a controller player
Tekken 7 is mentioned here, and the fact that you can play that game online on whatever side you want (usually P1) made it really obvious if someone were playing offline for the first time. I've seen people lose tournaments on playing RPS about which side they get, because they would be legit contenders to win the tournament on P1 side, but be utterly incapable of moving on P2. Most of said players will remedy this problem pretty quick, but it's kind of ridiculous how glaring that weakness can be.
As a hitbox player, the sides def aren't any easier. I play venom in +r and Goldlewis and jack o in strive. I just recently spent a few hours learning how to tk axl bomber on hitbox and had to invent my own way of doing it. Execution is always something that can improve at any level.
for me, (i dont play on hitbox but i use kbm on alot of games) my ring finger has far less dexterity then my middle and pointer which probs causes the side issues
8 hair touches
Win RPS: "gg outplayed"
The biggest issue I have with side switching is DPs. I kinda have trouble with them anyway since I tend to overshoot the 2 input so often it registers QCB.
That is a hell of a thumbnail
I always feel like qcf facing right and qcb facing left are different despite being the same physical motion. Maybe its just me
The 1p-2p thing reminds me of the major difference between riding regular stance and switch stance on a skateboard or longboard. Watching someone that can ride switch as well as they do regular it will seem like it's just something natural but when you try to do it yourself you feel like a total goof.
It takes a ton of practice to ride well in switch stance, especially when you're doing powerslides at 50km/h between the two stances...
I noticed I’m better swinging certain BTs on different sides as wel.
ask a mishima player how nice that player 2 side is when they use an arcade stick
I straight up can’t anti air DP from the P2 side in SFV.
i play on keyboard and have been struggling to do the cool new ram rekka loop stuff this vid speaks to my soul akdnskndkejd
I play on keyboard, and the only inputs I struggle with are half circles and full circles. I end up losing my back input because I’m not rolling the input enough. So my super inputs always look like 63216 and I lose many rounds because of it.
I feel your pain! I play using a hitbox style controller and it's the same issue for me on P1 side. I don't have the problem on P2 side since the motion in that direction is more natural for me.
I can do hard links and most SF4 stuff but plink dashing for links in UMVc3 stillg ets me. the Basic ryu Fierce donkey kick 2 dash pickup gets me.
I will say on the Hitbox comment, it did ALLEVIATE my issues, but it didn't SOLVE them. I'm still noticeably better at one side than the other, but the gap between the two is much closer than it was on stick.
I can't even do any moves beyond the pressing regular button ones.
I for whatever reason do way better on 2P side. I actually have to practice more on 1p side. Works for me tho cause I almost always get 2p side since no one wants it.
On hitbox, I can't consistently do Pot buster on P1 side, but on stick i can't consistently do Pot Buster on P2 side lol
I have been training for months now but i still cant do tatami frc kire tatami consistently in +R with baiken on 2p side. Good thing i can confirm tatami frc j.h in the corner though, that really makes this issue not that important.
Hitbox doesn't aleviate this issue because if your index is well trained doesn't mean your 3rd finger is, I have a lot less stamina doing qcb than qcf
After playing a while and building up dexterity in your ring finger, it does get better. I originally had the same problem on boxx but eventually got used to it
For qcb on p1 side I do a slight wrist roll to get the input to come out cleaner. Helps for qcf on p1 side as well.
1:37 Big same
I have to practice DP on my Hitbox, on Player 2 side, every day. My ring finger is just not as fast as my pointer finger and it gets tired more quickly when I play. Kind of a bummer.
I play Ivy in SoulCalibur and I yet never attempt in a real match Summon Suffering and Calamity Symphony despite they're major part of her gameplay. They're too hard, and easy to screw.
Funny, I can only play sagat on 2p side. Fireball motions in that direction feel easier to me. I'm only in silver but it makes the difference between me fighting for my life or being mauled to death 💀
I would bandit bringer forward rc cancel into air 5k into meaty volcanic viper my neighbour to see sajam play elden ring
KARA-POTEMKIN BUSTER ON PAD
I’ve stopped playing characters I’ve really liked cause they were just to hard to execute with and that sucks
Can categorically say that hitbox players also have side bias; some motions are just easier to do on 1P or 2P :-p
im kinda odd, using right side on tekken is SO much easier than left side, crouch dashing with jin is easier on right side facing left
not a brain left hand/right hand thing. Its like sajam says a different motion that involves different muscle groups.
Sajam, i want to know your opinion on "steam deck" (handheld pc), will it revolutionize fighting game?
Like potential standard for lot of tournament to use pc as it main device (lot of people use pc for low lag than console)
This could also open up lot more sponsorship like other big tournament game (monitor or even hardware like amd processor and graphic card)
Cuz steam deck spec is somewhat mid-high (on par with ps4) so its should be able to play latest fg easily
And mainly its a mobile pc handheld device that could be plug into anything and work just like a real pc (can be used to stream, plug to the monitor, or to projector, opening web browser, doing work stuff like opening word or power point)
Cuz if its possible then the fgc landscape of sponsorship will change and potentially bringing in more prize pool as the tech manufacturer could see their hardware were used (basically a mouth to mouth promotion like, "that tournament run well cuz they use nvidia, amd, intel, etc man so we gotta use one of those" is enough to convince a company to sponsor it) and of course its a PC, so its flexible open source and nothing like "pc exclusive" thing happen just like some console, so evo could somewhat free themself from sony influence on ps exclusive tournament which some game like KI cant be brought in like last year online tourney
Cuz PC hardware company concern is that "they use our hardware in their tournament"(on the surface its same like every console dev sponsorship), but pc is open ended and no fg is pc exclusive usually its (ps exclusive but also available on pc, or xbox exclusive but also available on pc) so when we use pc then there's no exclusivity and open up more sponsor opportunity
(This need some research to back it up probably) the fg market is somewhat "small", and making the game" console exclusive" is not gonna be happend cuz it will create a big loss of market opportunity especially in developing country (why they divide a market that already small, compared to fps moba etc, so their high production cost wouldnt make them console exclusive due to small market), so i dont see in anyway that some dev gonna make their game console exclusive to fight the fgc movement of migrating to pc as their base tournament device
High key hate 123 x Genei Jin in 3s. Why couldn't 123 lp shoulder do the same damage.
I have a problem where I can’t do half circle back forward on p2 side, but I play goldlewis so I can just churn and ignore that problem
Always try to find shortcut inputs you are comfortable with. For ggst specifically, they've got a shortcut input for all half circle motion that has this universal rule.
Halfcircle motion short cut: First and last input must be done at the start and at the end. At least Two inputs out the three in between inputs must be pressed.
In other words, goldlwis 41236H can be short cut with either 4236H or 4126H. And even 4136H works but that would make you a weirdo.
Same goes for the one's that hit up. 2368H and 2148H works.
@@mmmk6322 yeah I know, my main problem is going all the way back but like I said I can just churn so I’m good
Fighting games made me have to develop a third hand just so I can play on the left side. I put it away after I'm done whiffing demon inputs, losing me the game.
I've seen someone say that technical characters require "chunking." You can do certain sequences because you practice them until your hands flow like water, but the incredibly tight execution of each individual move isn't something you can make new combinations with on the fly, and how many variations are you able to commit to memory without confusing your hands? No matter how good you are, simpler characters have the edge in adaptation.
Though that wasn't really the point of this video. That was more about how Hungrybox can compete with the five best Melee players by using his relatively simple character to pull them out of their comfort zone. While this vid's like, hey, don't worry about diving into matches with imperfect execution because even people in the upper echelons do that all the time, and there are ways to cover your weaknesses.
cannot hit bryan taunt follow ups on P2 side in tekken despite having the frame perfect one at like 80% on P1 side, timing is the same It's just discomfort with the visual I think
Im terrible at doing microdash stuff in the left side
I can only do microdashes with a macro. It makes my Gio combos way more consistent.
@@sleepinbelle9627most games dont have a dash macro tho
@@harryvpn1462 tru. They're getting more common though. I guess I've only really played newer games
this is me with johnny
:c
I play cviper on umvc3 I know the pain lolol!
How the fuck did C. Viper never get into SFV?
It is nice to hear that even top level players struggle with execution because everyone always assumes there is perfection in all forms of execution at top level play when they learn whatever game it is.
I play smash Ultimate currently, but this definitely effects me on the more execution heavy characters. Terry, Shotos, and Kazuya are easy example because of their motion inputs. The biggest example being Terry because it's pretty easy to see when they are looking for an opportunity for Power Geyser or Buster Wolf because they'll be moving back and forth/crouching much more often. Perceptive players fighting an average Terry will be able to see this and counter the Terry hard for this every time, so the Terry does have to focus on less execution heavy things to get thing into a position where he can do more execution heavy stuff and that's when they start to become a good Terry.
It takes time to do the inputs, sometimes you just need something a bit faster to come out. Here's an example of a Ryu that needs to kill an opponent above him but he has to be fast to do it. His Shoryuken is Frame 6 in Ultimate, which is absurdly fast for kill option. However it takes time to do the motion input (unless you're canceling out of another move of course). Sometimes it's better to just use an up smash, which is frame 9 to come out. So if you are to do a Shoryuken, you have to do frame perfect inputs to beat out the up smash by one frame. Shoryuken will hit harder, and kill earlier, but the execution required is so tight that it's probably better to just up smash for something reliable (now that I think about it after type this, there was a video that one of the example was a pro Ken player not using a Shoryuken, and just doing the simple grounded anti-air move instead because it was easier, but still doing great with it. So it's not just smash it seems). There's a lot of other differences between the moves and when you should use them, but once again, just a basic example.
Also there is a level of mental pressure a player can place on the opponent to mess up their inputs (and even stuff outside of execution), so sometimes you might need to simplify things for a bit if you're too scared/tilted/whatever to concentrate for a bit.
Level of execution required also effects character choice as well. Just got off a video about characters that have "potential" because of their inhumanly high skill ceiling to the point where no one can actually use them competitively. Saw another video recently about how simpler characters can sometimes do better in the long term in a set because the character has to make less decisions since the brain can only make so many decisions and burns out after a while. Not saying everyone should be playing the most simple of characters though. Characters with more execution usually have more options available to them, or have something crazy good about them.
Personally I like characters of all levels of execution. Low execution generally means stronger focus on the mental game, high execution means all the options in the world, normal amount is just for something nice and balanced.
Smash isn't a real fighting game
@@NEET1822 Just woke up and I'm sick at the moment, so sorry if I repeat myself here:
Yeah, Smash a platform fighter. Of course there's going to be some differences, but general concepts in fighting games usually translate pretty well to smash.
The main difference is that Smash has an emphasis on positioning and state of the game since where you are on the stage effects your options a lot (whereas fighting games just have the corner), along with whatever health % changing up your combos.
Meanwhile fighting games seem to be a bit more about showing off the execution of your combos which should always work at any point in the match as long as you know how to do the combo without panicking because health does not effect how far an opponent goes. Also doing stuff on the ground since jumping can be a huge commitment for many fighting games due to stiff jump arcs.
Overall they test a different set of skills, but outside those few big differences, knowing how to use your character and predicting the opponent has a lot more overlap between these games compared to other genres. It's why I like watching the FGC videos, because it actually helps my gameplay in Smash because there's different ideas that I haven't considered before. If I just stick to listening to only people in one game community, I'll start stagnating a bit as I just repeat what everyone else does since it's the common optimal stuff to do. Whereas FGC videos often have a different view on subjects, which helps me to brainstorm stuff in new ways, and it's helped me play smash significantly better because I now have new tools that other people aren't used to.
First player is harder on stick
A lot of my dropped characters might not have been due to difficulties, some where but for me it was the boredom I would get of having to practice when I hit an online skill wall.
i don't see how thats ok, like..this entire video, i don't see how its ok. im not being sarcastic.
I'm way better on 2 side.
Ewgfs on right side
I'm a Marvel player who can't do links.
Just saying, this is the kind of thinking that got Jwong put on the most famous clip in FGC history.
Well, bloodrqge is really bad though
Oddly enough, I'm better on 2P side. Probably all the time playing with friends.