The HARDEST SKILL to learn in fighting games.

preview_player
Показать описание
Just click the link below for 21 free meals plus free shipping and try HelloFresh today!

Tags:
#brawlhalla #streetfighter #fgc
This video talks about various defensive mechanics in fighting games.

Brawlhalla is a free-to-play 2D platformer fighting game developed by Blue Mammoth Games and Ubisoft for Nintendo Switch, Xbox Series X|S, Xbox One, PS5, PS4, Steam, iOS, and Android, with full cross-play across all platforms. It also has some of the most satisfying combo mechanics of any fighting game I've played, because doing successful low damage to kill combos is extremely hard. You have to either 100% know where your opponent is going or just make up some wacky play and hope for the best. It makes the kills all the more exciting. Brawlhalla has reached OVER 1 million in esports prize pools this year and over 50 million online players in total.

Guilty Gear Strive is a fighting video game developed and published by Arc System Works. It is the seventh mainline installment of the Guilty Gear series and the 25th overall. The game was released worldwide on June 11, 2021. It uses Unreal Engine 4. Intended as a "complete reconstruction of the franchise", Guilty Gear Strive retains the core essence of the series but revamps many features and mechanics, except for the removal of the series’ signature mechanic, the Instant Kill. It introduces the "Wall Break" feature, which allows for stage transitions when a combo is initiated in the corner of the arena. Guilty Gear Strive was released for the PlayStation 4, PlayStation 5, and Microsoft Windows on June 11, 2021. It was also distributed via Sega to Japanese arcades on July 29, 2021. "Limited Edition" and "Ultimate Edition" editions were made available for pre-order; console players who get the latter received early access to the full game on June 8, 2021. The cross-platform play was only supported between the PlayStation 4 and PlayStation 5 versions at launch. Cross-play with the Windows version is set to be added as an update alongside Season Pass 2. Ver. 1.05 added Korean voices, marking the 3rd game in the franchise to have a Korean dub, alongside Guilty Gear X Plus and Guilty Gear X2 #Reload.

Super Smash Bros. Brawl (大乱闘スマッシュブラザーズX, Great Fray Smash Brothers X), often shortened to "SSBB" or "Brawl" (スマブラX), is the third installment in the Super Smash Bros. series published by Nintendo. The game was designed by Masahiro Sakurai, who also created the two preceding Super Smash Bros. games, and was developed by an ad hoc development team consisting of Sora, Game Arts, and staff from other developers, beginning in October 2005. The game was released on January 31st, 2008 in Japan, March 9th, 2008 in North America, June 26th, 2008 in Australia, and June 27th, 2008 in Europe. Up to four players can engage in local multiplayer battles at any given time with any combination of controllers, while Brawl also supported online play through the Nintendo Wi-Fi Connection, the first game in the series to do so. While Brawl continues to include the tournament-like "Classic" and "All-Star" single-player modes, Melee’s Adventure Mode has been replaced with The Subspace Emissary; a much more extensive side-scrolling beat-'em-up mode featuring both the playable characters and many enemies specifically created for the game.

Tekken 7 (鉄拳7) is a fighting game developed and published by Bandai Namco Entertainment. It is the seventh main and ninth overall installment in the Tekken series. Tekken 7 was released to arcades in March 2015. An updated arcade version, Tekken 7: Fated Retribution, was released in July 2016, and features expanded content including new stages, costumes, items and characters. The home versions released for PlayStation 4, Xbox One and Microsoft Windows in June 2017 were based on Fated Retribution. Set shortly after the events of Tekken 6, the plot focuses on the events leading up to the final battle between martial artist Heihachi Mishima and his son, Kazuya. Tekken 7 introduces several new elements to the fighting system such as Rage Arts and the Power Crush mechanic, making the game more beginner friendly than previous iterations in the series. Tekken 7 was a critical and commercial success, selling over 9 million copies as of June 2022. A sequel, Tekken 8, is in development.

Street Fighter V is a fighting game developed by Capcom and Dimps and published by Capcom for the PlayStation 4 and Microsoft Windows in 2016. Similar to the previous games in the Street Fighter series, Street Fighter V features a side-scrolling fighting gameplay system. The game also introduces the "V-Gauge" which builds as the player receives attacks and adds three new skills.
Рекомендации по теме
Комментарии
Автор

Use my link for 70% off plus free shipping on your first box!

3:31 I was editing this video late and didn't even realized I used the wrong clip. Yes dust is an overhead not unblockable lmao, hopefully my point still got across.

typhoonbh
Автор

General defence tip: after you get knocked down, blocking is ALWAYS the safest option. When fighting a new opponent, I would always use this as your first 2-3 options on wakeup. This lets you see what kind of blockstrings they do, how often they go for a grab, if they know a safe jump, etc.. Getting hit by a grab is ALWAYS less damage than a full counter hit combo, which is why "take the throw" is such a popular saying. Once you have established where the opponent will try a mixup, reset pressure, etc, you can plan a way to counter it. I prefer using an invincible reversal at these times because it simplifies defence to two things: block or reversal. Add in a fast button you can potentially mash to hit them out of gaps in their pressure and you have a good defensive gameplan. Just remember to play it safe until you get the download.

gengarisnotinsmash...
Автор

The Matt scene Makes you actually understand that after that defeat, he decided to hang up the boxing gloves to become a Chambara Champion…an this definitely hits different

m.o.s.
Автор

in the end the DP always wins

unless you whiff and then icarus from ggxrd starts playing in the background as your life flashes before your eyes

primarchjackfrost
Автор

I think understanding the risk-reward for each of your defensive options is key to mastering defense.

Should I delay-tech on wakeup?
If you hold block on wakeup, you're susceptible to being thrown. If you immediately tech on wakeup, you're susceptible to being hit with a meaty. In SFV, you can block the first few frames and then press throw to defend against both options.
The payoff is damage mitigation and resetting the situation back to neutral. This can help prevent you from being throw looped in the corner, or slow down their push to the corner, or save your life if you're one hit/throw away from death.
However, this opens you up to being shimmy'd - the opponent can expect you to delay tech and whiff punish your attempt for massive damage. If they have full resources, delay-tech can become a fatal defensive option if unsuccessful.

It takes an understanding of positioning, resources, player momentum, objectives and win conditions.

TL;DR -- Always wakeup DP

withoutorder
Автор

Editing quality of this channel very underrated tbh

WillowIsntSeenDead
Автор

Funnily enough, I actually like playing defense, even when I'm not exactly playing zoners. I don't have great combo execution for most games, so being able to block the opponent's entire onslaught is a satisfying enough replacement 😅

Stringblazer
Автор

There’s also the counter type of parry, where if they hit your counter you take no damage and instead hit them, it feels great whenever you use a counter to successfully get out of a disadvantageous situation, like your checking your opponent predictable and telling them to stop pressing buttons.

Chip
Автор

The only characters you'll see me wake up DP against 110% of the time is rushdown/grappler characters. I'm just not ready to hold that bro

Malacai
Автор

MK11 breakaway mechanic seems very similar to the burst mechanic, but instead of throw your opponent away and restart the neutral game you just fall to the ground immediatly, making the opponent still have the pression. Technically it's a very interresting mechanic but in some situations you can punish your opponent in the middle of his combo.

thiagomonteirooliveira
Автор

Yes, proper defense and movement/positioning is a barrier between low/mid to Higher level gameplay.... This is YET ANOTHER way in which modern devs have made the games "more accessible" to beginners/new gens, by limiting defensive options (See SFV and other games that came out after it specially) so that even the higher level players are as vulnerable as the rest ... and instead encouraging offense (not to mentiond that pressure and offense among characters has become more and more homogenus in modern games, because having multiple options "makes the games hard") which is easier than defending...
Great games have a versatile system in which the defensive options can turn the tied and become offensive if properly used, just like SF3 parry as mentioned (Guilty Gear had blitz, perfect blocking changed frame data too... but all of that is "too hard" so the game was made "accessible" for Strive players), Garou perfect block, tekken's evasion/side step, KOF roll cancel and others, which in the end BREEDs players actual interactions

JaimeAGB-ptxl
Автор

I think that for me personally the hardest skill is decision making, because choosing when to do what can be hard without experience

lolok
Автор

Wake up dragon punch is the heart of french fighting game culture, we call it a "pif" wich is a term used to talk about the nose. That attack is called a "pif" because we have an expression wich litteraly translate to "with the nose" meaning trying something randomly, like throwing shit to a wall to see wich ones stick to it.

marcunbut
Автор

All your transitions are just so smooth and well worked in

Talibanistan
Автор

The clip at the end is just exactly me and the friend that got me into strive when we play that matchup. "They'll never expect the 15th DP!"

Cassapphic
Автор

Now me personally, I am a master of the wake-up DP with characters like Akuma and Ken. If only I had that when I matched up against you in Brawlhalla Ranked, haha.
As always, this was a beautifully made video, and you're quickly becoming one of my favorite YouTubers to watch for fighting game content, and in general. I can't think of a single defensive option that you did not cover, to include armor breaks, parrying, and even the unique system that Brawlhalla has.

Absolutely love this content, man. Please keep up the good work!!

EchosongVV
Автор

i think the only really hard part about defense in fighting games is getting out of it and starting your offence, which gets even harder when you are like me and can't your commands right lol.

naoqueromais
Автор

Why did that first part with Matt hit different...

Nikkoyes
Автор

def surprised you didnt mention the shield in mbtl, since its kind of a unique parry. you can hold it out, but it leaves you open on high/low depends on if your low shield. also the fact you only have 4 followups after a parry: launcher, teleport behind, dashing attack and standing in place.
the shield mind games are super fun

lozardo
Автор

Thanks a lot for bringing out such amazing and educational content. We need a whole series on this

Vizorfam