All the layer one gameplan stuff from the slam really helped me, went from plat 4 to diamond 4 in a week and a half after being stuck in plat for like 6 months because my fundamentals sucked and I was focusing on all the fancy stuff.
this is like, nothing new to the channel and I'm aware but I just love how whenever you're talking about something there's a clip explicitly showing what's up, it's really neat
This vid is honestly super valuable! I didn‘t even know that a back roll exists and the jump in option select is also super helpful. My ranked climb is gonna be a bit easier from now on.
I would love to be like pro or near pro level at one fighting game and then pick up a bunch of other fighting games and see how the skill set transfers. With shooting games it feels so obvious to me since I grew up on them but with fighting games I feel like I'm learning them from the ground up everytime I pick up a new one
When you play more fighting games it will start to feel like that for sure, but it has to be the same type of fighting game if you know what I mean. Playing Tekken will transfer to other 3D fighters but not so much for 2D fighters like Street Fighter or anime fighters.
I don't know if this is the right place for this but can somebody direct me towards a video that goes more in-depth on Delayed Techs and covering the jump in grabs? I new to FGs and I just reached Plat and feel like this would help me. Thank you!!
that delay jab tech against blanka balls is really helpful, will definitely incorporate that into my matchups against a blanka player. does this also apply to honda as well?
The older SF games might be more difficult to grasp. SF6 is a bit over the nose with that Drive Rush, its like the plug in, lets play move. However indeed Tekken is harder, since the Tekken character archetypes are harder to grasp for the unitiated, as the differences are more subtle in neutral plus obviously the 3d plane. DoA is similar to Tekken as well. Thats because the Tekken characters are more defined by their neutral (example mix-up, rushdown, poking, oppresion, turtling, counter hit, evasive, reach, parry, armor etc), their neutral is not set in stone because each has a ton of moves & thus each character can do a couple things (example mix-up/turtling etc). Perhaps the best recognized Tekken archetype is the Mishima style, since it has a few recognizable strong mixups/moves.
This is funny, because wasn't a problem a lot of people had when the game first came that it remembers your inputs too well? Like, it stored the motions for a long time and it messed people up?