That’s not what I was doing what I said was there’s only so good u can get fighting celestial bots all day u need to fight REAL top players who adapt n beat your ass
I loved the real talk at the end. It went past game mechanics and strategies and touched on attitude towards learning and mentality and it showed really showed your experience.
@@fishussugon3215 with hypercopemia. Hyper, meaning high. Cope, deriving from the the word copuim, meaning cope. And Emia, meaning presence in blood. High *copium* presence in blood.
i needed to hear that. doing scrubby stuff cuz you know itll work against scrubby opponents is a habit the online fgc has DEEP within them. myself included. just play the risk/reward, regardless of the opponent
It's true. No one wants to block on wake-up. That's why new players like me can make it to floor 10 without learning fighting game fundamentals. I just do my best to meaty people and they blow up in two combos. Now I'm stuck playing a mix of players who I struggle to learn against and people who just don't want to block on wake-up and RQ after one match.
This is why it’s funny seeing people mash throw on their wakeup in Strive. I’m looking at it like “Why are you doing that, it got so much worse!!!!!!!!” but new people are looking at it like “2 frames :)”
Swear to god rams play a whole other game and dont even realize why they have the luxury of having people respect their wakeup so much and successfully mash so much when put in any pressure
The twewy neo music in the background is so fire. On the topic of the video, I think I can partially understand where Rezzy was coming from, but he should've admit when he wasn't downbacking instead of just going into denial on it. I think what happens is, when you use something often enough that it works, it can become a pitfall if you don't actually understand why it's working. He probably doesn't understand why trying to block on wakeup failed him when he was going for it, so he just went back to what he relied on. But in the end he didn't really understand why backdash and wakeup throw was working for him in his other matches either. It's one thing if you are able to see that your opponent has whiffed a meaty that leaves them in recovery and you throw them on reaction because you know it is 100% gauranteed to land and put them in the corner, it another thing entirely to just throw it out because "it works against other players." Like, that's a much more vague and inconsistent way of trying to counterattack or defend against your opponent. You can't just expect things like that will happen and wing it thinking it will work everytime. If your opponent is able to recognize your mistakes, and you fail to adapt it can be incredibly costly.
@@rezzy8984 does the term "adaptation" mean anything to you? It's not a flex to win the first game, get downloaded, and then lose over and over for the rest of the time. That just means you have a basic level understanding and some mechanical skill but ZERO gamesense when you opponent learns the pattern and beats it, you're just carried by a gimmick like if a potemkin takes one round by grabbing twice and then the gameplan falls apart as soon as they start avoiding the grab
I still really like this video cause it proves a point that I think about some. "Bad" options are still options and will work, even on a player as good as you. HOWEVER. Abusing that will lead to learning precisely why that option is bad and just how bad things can get.
Wake up throw Is only potentially good imo if your opponent has already proven that they are mistiming their meaty or are delaying to catch backdash. And even then the risk reward is often not in your favour
Didn’t blame anything y’all don’t listen only thing I blamed wich is literally a fact u can’t compare fighting celestial players all day to fighting a top player like come on now y’all don’t listen
The only reason i can think why he does what he does, is because it has worked for him for 2 mill points, which is insanely fucking sad imo. Hope they really do some work on this game in the future.
That’s what I’m saying playing celestial all day is boring n u start to autopilot vs if u were to play real top players where u have to think n learn situations it’s not the same n no one understood that
I've tried to tell people time and time again. It's so important to play safe and vary your options. If something stupid is working against a top level player what does that tell you? Have you found that one simple trick to best this high level player, or are you being conditioned? I know where I'm placing my bet.
so I have a super basic question then, not high tier player at all, how do you defend against your opponent grabbing you when on your wakeup if not mashing grab to tech it?
You can just hold up and you'll jump out of the grab though this loses to a meaty attack because when you jump you can't block for a few frames. Also when you wakeup you have 5 frames of throw invulnerability so you can mash your fastest button and youll win but as shown in the video this can get you killed easily.
I think that wake up button isn't always a bad choice, but a better player should know to assess the risk and rewards of doing so, taking in consideration player habits, meter, burst, hp, etc. Also letting your opponent know that for you certain button is an option could give you an advantage in the long term (backdashing could make your opponent go for a weaker option that beats backdash). My point being that staying unpredictable on wake up isn't a bad thing, and blocking always isn't a good thing either (grabs exist right?). Just don't rely on mashing the fastest button always and have a reason behind each decision.
It is always bad choice because if you mange to do it it means opponent made a mistake and you are doing it in response to their mistake. if you watch your opponent and you never have opportunity to wake up throw it is not even an option right ? You just see they are too close to you and you are punishing it with wake up throw right ? blocking is default thing you do on wake up because it is least risky and covers most options, of course throws beat block but even that can be better then getting counter hit etc There is no reason for opponent to go for throw on your wake up if you are rarely blocking on your wake up. Of course staying unpredicable is good but you can't just forget that your go to option is block because many things in this game can cover multiple wake up options and you are gambling instead of blocking.
@@MarkoLomovic I stated "wake up button isn't always a bad choice". Then you said "it is always a bad choice". Then I sent that video that states "wake up button isn't always a bad choice" and you say that you agree with it? You're contradicting yourself. My point being that I don't get your comment. Obviously the best is defaulting to blocking, I never stated otherwise. And saying "it's always a bad choice" is objectively wrong and I could give examples where my opponent not doing wake up grab lets me run a better pressure (millia throw > h.disk > 2k can be thrown, but I will keep it as a tool as long as you don't show you know you can throw it).
I'm 35... when did "coping" become a bad thing? it used to be if you "couldn't cope" that was a failure on your part. this isn't sarcasm, I'm not looking down on anyone, words change... I just don't really get the new meaning.
I wish i could run a ft5 against a top player so i can tune my fundies for zato. I just need two things, a reliable connection and a and some time to myself
I not ashamed to say that I don't block on wake up cuz I always buffer delayed throw. Dumbassses never meaty with a low and I get out of a 50/50 for free.
I always wake up back throw into the corner, as pot its the most beneficial spot you can have, but when someone backdashes in my wakeup i know im fucked and have to change playstyle lmao If someone who has 4 or 5 times my levels doesnt do that i dont know what to think
It’s quite easy to setup in training mode and practice:)) just set the bot to grab on wakeup in counterattack settings and practice it til it becomes consistently a counterhit. you got this friend
He got conditioned because he was never blocking on wakeup. Once he started finally blocking hotashi recognized that. Edit: also command grabs straight up beats throws so wake up throw gets punished every time
@@ETWIST51294 I get what you're saying, but the ram was on hitashi's stream, trying to learn. (You can see the ram replying to some of his advice). Its confusing to have him tell you to block to then take advantage and say that you are mashing.
@@felipearango4257 matter of respect; when you never do it, then that option is immediately observable and predictable when you finally do it, if you even do it at all blocking is always always safer; so what if you have to take a throw sometimes? against nago especially, its a tiny chunk of your HP in comparison to a massive fuck-you damage combo that explodes you for 70 percent if you get counterhit
@@felipearango4257 the Ram is a celestial, no need to baby him. Hotashi is giving him advice while playing the set seriously, thats the respectful way.
If you block on wake up you get commend grabbed. If you attack on wake you get counter-hit, if you 4dash/jump on wake you get hit. Nago beats all those options with c.S and even if they mess up they can still RC.
I mean if hotashi is letting them get away with this shit it's really on him to meaty c.S. He's respecting his opponent too much and it's really just on him, not the ram. Ram player is just gonna keep mashing on wakeup until it doesn't work
@@qwerpholeentertainment4541 did we watch the same video? Dude mashed on wakeup as if there was someone holding gun to his head, threatening to shoot if he didn't throw the every game
I can understand just blocking on wakeup. I am still missing the reason why wakeup grab is such a sin. Yeah, if the opponent is paying attention to spacing, it doesn't work, but I think that depends on how much the opponent respects wakeup options.
the problem for the most part is when you fight set play characters like Nago and almost every time you get 6H+236k force teched the spacing and timing is specifically set up to be Meaty AKA the close slash active frames are placed precisely where the opponent is forced to wake up and on the exact frame they stand up the close slash overlaps meaning if they do anything but a inv DP or inv super it will get stuffed EVERY single time. the funny part is that Nago can do his command throw instead of the meaty cSlash and it beats normal throws.. he can also stop his fukiyo short out of grab range and use 2S, 6H which is death on Counter hit and several other mix ups.. the only way that nago can get grabbed is by messing up the spacing/ timing on his dash meaty but the risk reward is the reason you shouldn't use wake up throw. if you grab nago you get a throw but if Nago gets the Counter hit Meaty? that might be the round but at minimum you force burst or bait it and get 200 + positivity bonus.. every top player without a doubt has meaty set ups and i bet allot of them look as if you can grab them...how many rounds are you willing to lose just to find out? it's always good to keep your opponent guessing and some times you gota wake up throw or wake up super but don't make it a habit and start doing it on auto pilot because it works on XYZ.. then you get exposed.
@@itsjustavi this is a very nago specific response. Sure, when they have set up spacing, or timing to meaty you, you shouldn't default to grab on wakeup. I wish he would have went into detail about options on wakeup, because just sticking to blocking is how you get put in another mixup. I like to keep an eye on what my opponent does when they get the knockdown, that way I can attempt to counter, whether it be of backdash, block, or 2p.
Whenever you try to wakeup throw you're telling your opponent "no, you're not going to hit that meaty and i'm confident in that" and it's kinda of disrespectful for your opponent pressure. As Hotashi said, whenever you get the throw it is not because you outplayed the opponent, but because he made a mistake, ine which high level players can easily adapt on the spot and not commit again. And whenever you fail to throw, you get counterhit and should lose at least half of your health. Because of all these factors the risk reward of wakeup throw is not worth it.
I'll keep it real majority of the player base who use the privileged characters have no idea how to play the game or use FG fundamentals. The way strive is played in its current build rewards players for easy abuseable strategies that are so strong it doesn't require improvement.
Your logic doesn't make sense. If what you said was true, then Hotashi shouldn't have been able to punish the Ramlethal player. What I see that is true, is that you'll aren't labbing , thus you'll don't know how to punish those abusable move, hence this players who play "privileged characters" don't need a reason to change their strategy if they can get away with it. For thr first time I am going to say this, don't blame the game, blame the players.
I think it was poor wording to say celestial bots but I do think the celestial floor feels like a wall in terms of progress in this game especially if you're newer to fighting games. Adding a few more floors would be cool
I decided to try a new character and lost over 30 rounds in a row on floor 10. It never demoted me... I hadn't been to celestial in months... Forget more floors, just having it work at all would be nice
@@uniquename6925 yah I tried this one month for a different character and couldnt get below floor ten. The park could be a good place to grind a new character possibly
@HoneyNutMemeios it's so dumb, right? Like, they essentially remove any form of skill based matchmaking once you reach celestial And if you want to start a new character, you have to fight people with hundreds of more hours in their character
@@nique7098 possibly? dude.. the park is where it's at, you can instantly see what characters are being played and what what lvl they are. you also get infinite rematches so you can easily play 15 or 20 games with no down time. yes the park has it's limits and what region your in matters but if you're in the states and have good net like me i'm in seattle but i find myself playing on the east coast server because it has more players usually and i find matches with less than 100 ping with 1 or 2 rollback. give a try, i think it's the best spot to grind new tech and strats as well as trying new characters
That’s what I was saying I’ve had color auras u only get so good fighting people who aren’t bad but arnt the best that’s all I was trying to say is I wanted to fight TOP players n not celestial floor mashers