Im genuinely surprised at the info quality here, very informative and actually kept me interested the entire video. I’ve been using most of these mechanics unconsciously, but now that they’re explained properly I’ll probably weave them into my gameplay style even more!
Thanks for the compliment, glad it kept your interest! Yeah, the buffer on this game is prettttty crazy compared to most so I'm sure many have likely unconsciously learned to naturally weave it into their playstyle
I'm definitely subscribing after watching this. This information should be made available to the players who were not so familiar with these mechanics. Take my sub, dude. You earned it!
Thanks! I realize there's a LOAD of new players with this game! Ideally I would like to make easily-digestible content for *all* of the mechanics that are either lesser-known or giving players trouble
I def get what you're saying! Lol. No worries though because no advanced mechanics are REQUIRED to be great at the game. I only took a particular interest in *these* two because they are mechanics also included in fighting games which are my background! I wouldn't recommend thinking of specific mechanics like these too much on a normal playthrough!
The run/roll mechanics explained a lot for me. Now I know why my character didn't roll when I know I pressed the button. I tend to hold buttons down when I get panicky.
your videos are really very good. very few people are focused on the deep mechanics of the game and someone who also does their job like you is always welcome.Thank you very much for your quality content.
Thanks, and no prob! Gonna try to keep this style going with a bunch of different aspects of the game. If you, or anyone reading this, ever have any suggestions on topics they'd like to see in this style, feel free to throw them my way as a comment and I can do more research into it for a vid!
The king of roll catching players: carian piercer, hands down my fav way to finish a fight after landing a big hit. It can also be charged so you can adjust the timing to throw players off.
Ive always used these techniques in every souls game, but I could never describe it accurately. Thanks for this well made video I can just show this to my friends instead of trying to explain it myself lol
Hell yeah this guy need a million subs ASAP. Nobody literally nobody is talking about these mechanics like this. Super duper helpful even for someone like me that just plays PVE. Thank you @Alfuh Ch.
Damn, really appreciate the compliment! I'll keep trying to go in-depth as much as I can on stuff bigger channels may not be making. The next one I've been working on I think I'm personally happy with even more-so than this one! Hopefully can get it done by this weekend
Wow that's a fine message Thanks, sub has been hit cuz nobody else has this depth in their guides that I've found. Literally have said, "wtf, I hit roll, so why the delay?" Now I know and better yet hour to counteract and git gudder (gooder, idk)
Thanks, I'm glad you could get something out of it! Yeah, the insane input buffer can be a huge detriment to a lot of people if they aren't aware of it. Easily the largest input buffer I've experienced in any game, especially coming from fighters
As for the Negative Edge issue, AoWs like Quickstep or Bloodhound step trigger the instant the button is pressed, on top of having better dodge frames, making them very valuable abilities to use.
Thanks! Oh yeah Bloodhound Step would honestly require an entirely different video in its own right lol. But there's enough people out there that complain about it already, so I don't want to beat a dead horse. Appreciate the watch!
Thanks for the compliment and suggestion! You're actually the first to suggest specific content, so def appreciated. Anything specific people would like in this style, I'm always open to suggestions to study up on for a vid, so feel free to throw them my way any time!
Appreciate the concern! Def gonna try not to burn out lol. I realize I'll be much slower than monetized channels cause of juggling work alongside this rn, but I'm okay w/ that though & gonna keep up the same level of edits in the vids!
Thanks! This is the first of me hearing of an accent! Lol. But who knows, could just be a slight Eastern US twang that we can't point out ourselves? Glad you enjoyed the vid!
Definitely appreciate the good wishes! Been spending A LOT of time on this next video and so far I'm pretty proud of it! Hoping people can get something out of it
One of the strength of the crouch R1 spam is that it's really fast, and because of that you are more likely to miss your dodge and click too late the roll button. Issue is, this late roll will pop out as you said during the first possible frame after the stagger animation and of course, UGS guy will catch that roll. If you are not aware of how buffered input works, you can try to dodge one more time but it will be another failed dodge that will queue after the new stagger animation, causing you to be stuck forever in this catch roll scenario without smashing anything. When this happens to me, I know I'm stuck for 2 free crouch R1, but is it possible to stop queuing the first late roll or maybe do something else ? Really cool video btw! 😊👍
Thanks! I find that I don't run into these situations as long as I am forcing myself to intentionally *only* pressing a button once any time I want to do an action, and specifically waiting for the buffer window to do them. I treat Fromsoft games the same way you have to handle fighters. There, mashing on recovery is awful and one of the first defensive habits you need to iron out of your playstyle. If you press a button only once and on reaction (not pre-emptive), I believe it will be impossible to have a chain of infinite rolls and baits take place.
Thanks, I appreciate the kind words! I try to cut down in the editing process as much as I can to avoid killing the viewer's time. Gonna keep that style going!
@@putriddivine if you don’t enjoy the exploration/challenge then you can’t force yourself to, lol. It’s def not for everyone. The beginning area is rather dull though. If it doesn’t “hit” by the time of mage castle then you may not like the gameplay loop
It can be a bit frustrating yeah! It'd be nice to have the option to assign your run to something else so roll no longer requires negative edge. Like what they did with jumping from DS1 to DS2. Had an option to take it off roll
@@alfuhch.6698 I have a concern that the controller might already be a tad busy for that. It would just move the problem somewhere else. Instead of Run or Roll you end up with Jump or Roll for example. I'm not a dev but I think a better solution, if possible, would be to have both the run and roll animation have the same 5 or 10 starting frames of animation (the character leaning forward into the motion). Then the code would go, on press, roll. 5 frames later check if the button is still pressed and if so, cancel out of the roll and into the run. sure it would give the player a few I-frames when starting a run but I'm sure that can be worked into the combat flow and would cause a lot less frustration in my opinion.
Thanks! I put a lot of effort prior to starting the channel to try to make sure all the assets were somewhat presentable & learning Adobe Premiere editing. Glad people seem to be liking it so far!
@@alfuhch.6698 the assets are great, as time goes on im sure you will find your groove and come to a consistent process that works for you, in the meantime ill keep watching. have a good one
These tips work even better on a controller with back paddles like the Xbox Elite series II or SCUFF Reflex PRO PS5 controllers, because you have free fingers that can hit multiple buttons while in movement and not have to move your fingers 🥷
Oh yeah, playing on scuff helps A LOT for people that don't play claw! I've been playing claw-grip most of my life, since Halo 2 I think, so it's def helped a lot with handling buffering & controlling camera while fighting in Fromsoft games
Elden ring’s input buffering was intentionally put in the game to make it seem harder, this is coming from a souls get who has played them all. The others had slight buffer, but nowhere near what ER has. If you are literally a millisecond late with your roll, it input buffers, and 9/10 times the boss’s next move is purposefully designed to exploit this, essentially punishing you twice for one mistake
Awesome video! Do you have any idea If lightrolling makes you start you roll faster? I was talking to my friend and he said there’s slight delay/lag of when you roll starts if it’s medium roll but the roll and s on a light roll is instant because the start up of the roll is instant. I can’t tell or find any info myself though.. thanks!!
By what I know, the only difference between light-rolling and medium-rolling is the *distance* travelled. They both come out at the same time, frame 1 of release, but light roll FEELS faster since your character zips further through the air before landing. Generally, you always go for medium rolls over light rolls because the extra armor is way more valuable. I personally prefer to land closer to an enemy after rolling so it's easier to punish their whiffed attack.
The buffer timing is pretty ridiculous! Easily the longest buffer timing I've felt in any game I've ever played. They prob could have cut it to 1/3rd what it is rn and it'd still serve its purpose fine
I am a bit confused by some of this, especially as a kb+m player. In order to do a crouch poke I press the crouch and then queue an attack shortly after. Are you saying I can do a crouch poke by pressing r1 and then entering the crouch?
No prob! The same buffer window would apply on M&K. You queue the crouch so that you know it's coming out as early as possible. You still have to time the attack, but because of the crouch being buffered already, *all* you have to worry about is the attack now. It makes the action much easier to do consistently. tldr; Buffer the *crouch* not the attack. To get help with proper timing of pressing R1, you can do the technique I showed of holding forward so you can see your character moving.
@@alfuhch.6698 I am still confused by the order of buttons. Is it crouch>r1 or r1>crouch. If it's crouch>r1 then I think I got it but if it's r1>crouch then idk that seems incomprehensible to me.
@@dorkmoonblade4315 Crouch 1st. Then the R1 comes *after* the animation is over. You don't have to time the crouch really due to the buffer window being so ridiculously large. You can press it *very* early and have it over with. You *do* have to time the R1. So perhaps you are pressing R1 before the animation is over and you see your character crouched?
@@alfuhch.6698 I think our usage of the word buffer is different. When I hear buffer, I understand it to mean the act of queuing an animation to happen immediately after the current animation that you're in. It's pretty much a synonym for the word queue now that I think about it. To me the phrase "buffer crouch" makes very little sense because there is no need to buffer the crouch - it's something you do from neutral. There is no animation preceding the crouch. Now the phrase "buffer r1" makes a lot of sense because the r1 is the action you queue after the crouch.
The game having buffer isn‘t the problem. The buffer should be overwritten by the last mash though. That would be best of both worlds. Allowing you so switch the action that is currently being performed next.
The Motion Value chart? If so, here you go! Included the link in the description now for those curious. docs.google.com/spreadsheets/d/1j4bpTbsnp5Xsgw9TP2xv6d8R4qk0ErpE9r_5LGIDraU/edit#gid=0
I believe the i-frames on knockdown only stop *after* your roll input is already possible, correct? Unless there are circumstances I'm not experiencing myself, from my experience it seems that you have the choice to either roll immediately the 1st frame possible with the buffer, to get the i-frames instantly, or intentionally delay your roll to get the i-frames later, but you're vulnerable the rest of the time you're on the ground throughout the delay
The actions would be the same but apply to the input *you* personally have it assigned to. To practice easily, I recommend starting from either jumping attacks or running attacks since they are slow and give a lot of time for you to process. Let's go with jump for this. Near the end of jumping heavy attack (right before you land, or when you land) press your backstep button. When you can do that and consistently have backstep come out, do the same thing you're now comfortable with, but now hold backward (D?) after the backstep. You've now done a buffered backstep!
If you’re using the WASD keys for movement; then what you should be doing is tapping any of those keys (except W) and immediately afterward tapping whatever key you have set to dodge. If you find that you keep turning and roll dodging in the opposite direction you’re trying to back step then you’re not in neutral. You need to be in neutral in order to pull it off. This is harder to do if you’re already moving but it just means you need to take your hands off all movement keys right before you input your direction key to initiate the back step.
I agree that Bloodhound Step could use some drastic tweaks. Either needs to cost a LOAD more FP so it's like a last-ditch maneuver, or needs to strictly be mobility and lose at least the i-frames from startup.
This guy needs way more subs! Quality content for how small the channel is!
Thanks! Hopefully we'll get there eventually, but I'm cool with whatever since I enjoy this!
I been saying this. Accurate, In depth info.
@@ChangedCauseYT-HateFoxNames Devin you been here since 21 subs man you a real OG! Lol
@@alfuhch.6698 You remember my name. Most don't care or remember beyond 100. Consider that my amazement.
@@alfuhch.6698 you will definitely get there with videos like this man! Keep up the great work!
Im genuinely surprised at the info quality here, very informative and actually kept me interested the entire video. I’ve been using most of these mechanics unconsciously, but now that they’re explained properly I’ll probably weave them into my gameplay style even more!
Thanks for the compliment, glad it kept your interest! Yeah, the buffer on this game is prettttty crazy compared to most so I'm sure many have likely unconsciously learned to naturally weave it into their playstyle
I'm definitely subscribing after watching this. This information should be made available to the players who were not so familiar with these mechanics. Take my sub, dude. You earned it!
Thanks! I realize there's a LOAD of new players with this game! Ideally I would like to make easily-digestible content for *all* of the mechanics that are either lesser-known or giving players trouble
I tried to learn how to do a forwards backstep and i never got it right and after watching this i finally understamd how exactly to do it, thanks!
Glad I could help! Any way to break a multi-step process down to a single input or two helps leaps and bounds with execution!
I feel like there is a whole ocean of depth I’m missing in this game…
I def get what you're saying! Lol. No worries though because no advanced mechanics are REQUIRED to be great at the game. I only took a particular interest in *these* two because they are mechanics also included in fighting games which are my background! I wouldn't recommend thinking of specific mechanics like these too much on a normal playthrough!
These are awesome and hilarious breakdowns of the peculiar mechanics of Elden Ring.
Perfecting the raging demon has brought me here...
The run/roll mechanics explained a lot for me. Now I know why my character didn't roll when I know I pressed the button. I tend to hold buttons down when I get panicky.
This content is gold and underappreciated. Subbed and liked.
Thanks for the kind words my man! I'll continue trying to improve on this style of content and see where it goes
your videos are really very good. very few people are focused on the deep mechanics of the game and someone who also does their job like you is always welcome.Thank you very much for your quality content.
Thanks, and no prob! Gonna try to keep this style going with a bunch of different aspects of the game. If you, or anyone reading this, ever have any suggestions on topics they'd like to see in this style, feel free to throw them my way as a comment and I can do more research into it for a vid!
The king of roll catching players: carian piercer, hands down my fav way to finish a fight after landing a big hit. It can also be charged so you can adjust the timing to throw players off.
"Negative Edge" explains a lot. thanks.
Ive always used these techniques in every souls game, but I could never describe it accurately. Thanks for this well made video I can just show this to my friends instead of trying to explain it myself lol
sir ive been playing elden ring for while and i just started trying perrying enemies and your video on that make you my man my sensei
Hell yeah this guy need a million subs ASAP. Nobody literally nobody is talking about these mechanics like this. Super duper helpful even for someone like me that just plays PVE. Thank you @Alfuh Ch.
Damn, really appreciate the compliment! I'll keep trying to go in-depth as much as I can on stuff bigger channels may not be making. The next one I've been working on I think I'm personally happy with even more-so than this one! Hopefully can get it done by this weekend
7:22 certified gamer moment! Brilliant!
Wow that's a fine message
Thanks, sub has been hit cuz nobody else has this depth in their guides that I've found. Literally have said, "wtf, I hit roll, so why the delay?" Now I know and better yet hour to counteract and git gudder (gooder, idk)
Thanks, I'm glad you could get something out of it! Yeah, the insane input buffer can be a huge detriment to a lot of people if they aren't aware of it. Easily the largest input buffer I've experienced in any game, especially coming from fighters
As for the Negative Edge issue, AoWs like Quickstep or Bloodhound step trigger the instant the button is pressed, on top of having better dodge frames, making them very valuable abilities to use.
This needs more views, even just show how important roll catching and buffering is, and how BHS breaks these concepts.
Thanks! Oh yeah Bloodhound Step would honestly require an entirely different video in its own right lol. But there's enough people out there that complain about it already, so I don't want to beat a dead horse. Appreciate the watch!
@@alfuhch.6698 oh no! Your totally right it's been covered enough, I just have a gripe with it, nothing on you aha.
Hope to see more videos :)
This VTube is really well made! Guide is great as well 👍
Thanks, glad the vid turned out okay! I'd like to upgrade the model even further eventually! This is okay for starting off though
Once i learned to stike without spam.. it clicked, i became proper souls player.. Most crucial Skill you must learn to perfect your gameplay..
You've got some amazing content! I'd love to see more item reviews and some PvP/Builds
Thanks for the compliment and suggestion! You're actually the first to suggest specific content, so def appreciated. Anything specific people would like in this style, I'm always open to suggestions to study up on for a vid, so feel free to throw them my way any time!
I appreciate the refreshers. Thanks
No problem, glad you liked it! I'd like to eventually have this style of content for all of Fromsoft's more in-depth mechanics!
Do not get burnt out brother your time will come truly amazing content
Appreciate the concern! Def gonna try not to burn out lol. I realize I'll be much slower than monetized channels cause of juggling work alongside this rn, but I'm okay w/ that though & gonna keep up the same level of edits in the vids!
Your voice is so interesting, I think your accent is also very interesting as well. Think that made the video better for me. Great presence:)
Thanks! This is the first of me hearing of an accent! Lol. But who knows, could just be a slight Eastern US twang that we can't point out ourselves? Glad you enjoyed the vid!
Hit it out of the ball park with this video. Can't wait for your future success 😊
Definitely appreciate the good wishes! Been spending A LOT of time on this next video and so far I'm pretty proud of it! Hoping people can get something out of it
@@alfuhch.6698 I'm sure people definitely will!! You provide super useful content my friend, can not wait 😊
video deserves more likes, good stuff
One of the strength of the crouch R1 spam is that it's really fast, and because of that you are more likely to miss your dodge and click too late the roll button. Issue is, this late roll will pop out as you said during the first possible frame after the stagger animation and of course, UGS guy will catch that roll. If you are not aware of how buffered input works, you can try to dodge one more time but it will be another failed dodge that will queue after the new stagger animation, causing you to be stuck forever in this catch roll scenario without smashing anything.
When this happens to me, I know I'm stuck for 2 free crouch R1, but is it possible to stop queuing the first late roll or maybe do something else ?
Really cool video btw! 😊👍
Thanks! I find that I don't run into these situations as long as I am forcing myself to intentionally *only* pressing a button once any time I want to do an action, and specifically waiting for the buffer window to do them.
I treat Fromsoft games the same way you have to handle fighters. There, mashing on recovery is awful and one of the first defensive habits you need to iron out of your playstyle.
If you press a button only once and on reaction (not pre-emptive), I believe it will be impossible to have a chain of infinite rolls and baits take place.
clear and useful vid, didnt waffle too much, subbed :D
Thanks, I appreciate the kind words! I try to cut down in the editing process as much as I can to avoid killing the viewer's time. Gonna keep that style going!
wow that back step r1 is something I've always wanted to do but can never figure out how, sir you earned yourself a subscriber 👊
Glad I could help!
mad quality, surprised you ain't got 50k minimum, keep at it
Glad you liked it, thanks for the compliment!
This was very enlightening thank you for the buffering explanation 👍
No prob, glad I could help!
Sonic speed on that button"
Ths what screw me the most 🤣
Yeah having possibly the most IMPORTANT button of the game depend on a negative-edge release can be jank for some lol
The backstep is f* hard :D thx for the amazing content!
No problem! It can be rough at first, but I find once you land your first few something really "clicks"
10/10 video. Hope you earn the subs you deserve.
Thanks! Def gonna keep at it and see how it goes!
Amazing vid
I appreciate the watch my guy. I've got another vid in the works that I think I'll be very proud of once the editing is done! Fingers crossed
@@alfuhch.6698 I believe %
They keep telling me this game is fun and i wont give up until im having fun i SWEAR to god
@@putriddivine if you don’t enjoy the exploration/challenge then you can’t force yourself to, lol. It’s def not for everyone.
The beginning area is rather dull though. If it doesn’t “hit” by the time of mage castle then you may not like the gameplay loop
Amazing video and great explanations that I have not seen anywhere else! Thank you.
No problem, glad you enjoyed it! I'm gonna try to keep the same vibe with my videos going forward, so fingers crossed!
@@alfuhch.6698hope you’re cooking cuz this content was fire. Arise Tarnished! The DLC awaits…
Negative edge on the "oh fuck" button as got to be the dumbest design decision in the entire series.
It can be a bit frustrating yeah! It'd be nice to have the option to assign your run to something else so roll no longer requires negative edge. Like what they did with jumping from DS1 to DS2. Had an option to take it off roll
@@alfuhch.6698 I have a concern that the controller might already be a tad busy for that. It would just move the problem somewhere else. Instead of Run or Roll you end up with Jump or Roll for example.
I'm not a dev but I think a better solution, if possible, would be to have both the run and roll animation have the same 5 or 10 starting frames of animation (the character leaning forward into the motion). Then the code would go, on press, roll. 5 frames later check if the button is still pressed and if so, cancel out of the roll and into the run.
sure it would give the player a few I-frames when starting a run but I'm sure that can be worked into the combat flow and would cause a lot less frustration in my opinion.
Yeah this is a phenomenal video. Cheers.
Thanks, appreciate the compliment!
Well structured video and good information, thanks alot!
Cheers
Thanks for the kind words, and no problem! Glad you liked it
Good shit bro. Great explanation
Thanks! Tried to break it down decently for the flood of new players as well as include a few more advanced things so it can be for a bit of everyone!
You guys make good informative content keep it up
Thanks, I'll keep doing my best with it!
easiest sub of my life, great vid, presentation, and info.
your rig looks good too
(ps, using negative edge as a term for souls is something i never would have though of, good stuff!)
Thanks! I put a lot of effort prior to starting the channel to try to make sure all the assets were somewhat presentable & learning Adobe Premiere editing. Glad people seem to be liking it so far!
@@alfuhch.6698 the assets are great, as time goes on im sure you will find your groove and come to a consistent process that works for you, in the meantime ill keep watching. have a good one
These tips work even better on a controller with back paddles like the Xbox Elite series II or SCUFF Reflex PRO PS5 controllers, because you have free fingers that can hit multiple buttons while in movement and not have to move your fingers 🥷
Oh yeah, playing on scuff helps A LOT for people that don't play claw! I've been playing claw-grip most of my life, since Halo 2 I think, so it's def helped a lot with handling buffering & controlling camera while fighting in Fromsoft games
Roll catching is one of the single most satisfying thing in this game, haha.
PREACH. Getting a great string of roll-catches is just *chefs kiss* lol
@@alfuhch.6698 it feels good. But im sure they feel bad haha.
Elden ring’s input buffering was intentionally put in the game to make it seem harder, this is coming from a souls get who has played them all. The others had slight buffer, but nowhere near what ER has. If you are literally a millisecond late with your roll, it input buffers, and 9/10 times the boss’s next move is purposefully designed to exploit this, essentially punishing you twice for one mistake
Awesome video! Do you have any idea If lightrolling makes you start you roll faster? I was talking to my friend and he said there’s slight delay/lag of when you roll starts if it’s medium roll but the roll and s on a light roll is instant because the start up of the roll is instant. I can’t tell or find any info myself though.. thanks!!
By what I know, the only difference between light-rolling and medium-rolling is the *distance* travelled. They both come out at the same time, frame 1 of release, but light roll FEELS faster since your character zips further through the air before landing.
Generally, you always go for medium rolls over light rolls because the extra armor is way more valuable. I personally prefer to land closer to an enemy after rolling so it's easier to punish their whiffed attack.
@@alfuhch.6698 thanks for the response :) definitely going to stick with medium roll!
Great info subscribed!
Great video!
Thanks!
I hate the buffering. It's more crazyer than any other soul game.
The buffer timing is pretty ridiculous! Easily the longest buffer timing I've felt in any game I've ever played. They prob could have cut it to 1/3rd what it is rn and it'd still serve its purpose fine
Great quality content
Amazing video thanks
No problem, glad you liked it!
most useful video yet sonic speed roll
I am a bit confused by some of this, especially as a kb+m player. In order to do a crouch poke I press the crouch and then queue an attack shortly after. Are you saying I can do a crouch poke by pressing r1 and then entering the crouch?
No prob! The same buffer window would apply on M&K. You queue the crouch so that you know it's coming out as early as possible. You still have to time the attack, but because of the crouch being buffered already, *all* you have to worry about is the attack now. It makes the action much easier to do consistently.
tldr; Buffer the *crouch* not the attack. To get help with proper timing of pressing R1, you can do the technique I showed of holding forward so you can see your character moving.
@@alfuhch.6698 I am still confused by the order of buttons. Is it crouch>r1 or r1>crouch. If it's crouch>r1 then I think I got it but if it's r1>crouch then idk that seems incomprehensible to me.
@@dorkmoonblade4315 Crouch 1st. Then the R1 comes *after* the animation is over.
You don't have to time the crouch really due to the buffer window being so ridiculously large. You can press it *very* early and have it over with. You *do* have to time the R1.
So perhaps you are pressing R1 before the animation is over and you see your character crouched?
@@alfuhch.6698 I think our usage of the word buffer is different. When I hear buffer, I understand it to mean the act of queuing an animation to happen immediately after the current animation that you're in. It's pretty much a synonym for the word queue now that I think about it. To me the phrase "buffer crouch" makes very little sense because there is no need to buffer the crouch - it's something you do from neutral. There is no animation preceding the crouch. Now the phrase "buffer r1" makes a lot of sense because the r1 is the action you queue after the crouch.
The game having buffer isn‘t the problem. The buffer should be overwritten by the last mash though. That would be best of both worlds. Allowing you so switch the action that is currently being performed next.
Very helpful
Thanks!
Great vid
Thanks a lot!
I hate that colossal sword so much.
Preach!
Is there link for that chart ?
The Motion Value chart? If so, here you go! Included the link in the description now for those curious. docs.google.com/spreadsheets/d/1j4bpTbsnp5Xsgw9TP2xv6d8R4qk0ErpE9r_5LGIDraU/edit#gid=0
So impressed 😮
Your avatar gives off RWBY energy.
Ya know, I didn't think of that whatsoever but now that you mentioned it I can't unsee it, lol
How the hell this is 12k views Damn good video
Does backsteps have i-frames?
Backsteps don't have i-frames unfortunately. Really wish they did cause it'd make finding ways to use backstep attacks much easier!
Wtf how useful, thanks!!
I just hate the delay when pressing the dodge button, it’s so annoying
Play on PS4 and fight the tree sentinel and watch him steal your frames. Your summons look like PS1 graphics.
The frame drops on Tree Sentinel are pretty crazy even on PC sometimes and PS5. I couldn't imagine playing 30fps on PS4 that'd be torture lol
Yo boost nice job
How to break your left thumbstick.
It would be nice if From just gave the player I-frames while knocked down like all other souls games
I believe the i-frames on knockdown only stop *after* your roll input is already possible, correct?
Unless there are circumstances I'm not experiencing myself, from my experience it seems that you have the choice to either roll immediately the 1st frame possible with the buffer, to get the i-frames instantly, or intentionally delay your roll to get the i-frames later, but you're vulnerable the rest of the time you're on the ground throughout the delay
I was about to watch, but then i seen that avatar 🤨
NOICE
TY
how to do the reverse backstep on PC?
The actions would be the same but apply to the input *you* personally have it assigned to.
To practice easily, I recommend starting from either jumping attacks or running attacks since they are slow and give a lot of time for you to process. Let's go with jump for this.
Near the end of jumping heavy attack (right before you land, or when you land) press your backstep button.
When you can do that and consistently have backstep come out, do the same thing you're now comfortable with, but now hold backward (D?) after the backstep.
You've now done a buffered backstep!
If you’re using the WASD keys for movement; then what you should be doing is tapping any of those keys (except W) and immediately afterward tapping whatever key you have set to dodge.
If you find that you keep turning and roll dodging in the opposite direction you’re trying to back step then you’re not in neutral. You need to be in neutral in order to pull it off. This is harder to do if you’re already moving but it just means you need to take your hands off all movement keys right before you input your direction key to initiate the back step.
wow
Agreed
@@alfuhch.6698 indeed
Interesting
Indeed
Bloodhound step really needs to be taken out the game !! Dueling is just dumb ever one just spams it and think they fucking ninjas or something
I agree that Bloodhound Step could use some drastic tweaks. Either needs to cost a LOAD more FP so it's like a last-ditch maneuver, or needs to strictly be mobility and lose at least the i-frames from startup.
Just finger them home
Noice…
*Insert Key and Peele gif here*
this game really does not reward you for timing things right. the timing is so messed up.
You just allocated street fighter logic to a souls game... I bet you play den ring with ya fight pad lol
Been mashing DP on wakeup every time but still getting hit smh. Probably uninstalling...
@@alfuhch.6698 DOG!! 🤣🤣🤣🤣🤣that's IT I'm subbed
Sub very good video
Thanks, gonna keep trying my best!
Elden ringgggggg😊
Bro stopped making videos cuz of sh1tty youtube algorithm sad ;-;
aaaaaaaaaand...sub.
aaaaaaaaaand...hearted ;)