Yesss exactly, fools be practicing combos and the minute they land it they be like ‘alright, let’s do this, i’m ready now’. Like, bruh, let’s see you land that shit now.
@@Charnel_Heart don’t quote me on this but i heard the magic number is 7 times. You repeat something 7 times and you are going to be more effective at memorizing it. it helped me back in school during exams.
To me Realizing how to do a quarter circle was the equivalent to being a toddler and suddenly gaining sentience. I just woke up one day and knew how to do it.
I got a hang of them in a similar way, I was playing and I over shot and jumped most every time I did it, I got the hang of it next time I played and then after I realised "Hey what if I jumped with a quarter circle and then did another for Giovanna's dive move." The zigzag's still get me though, no idea what they're called but Sol has an invincible upercut thing with it and I'm bad at them. Edit: I googled it I think it's Volcanic Viper. That's the motion I struggle with.
@@imaplaygames633 they're often referred to as dp inputs (named after Ryu's uppercut move in street fighter as the invention of that motion). most modern fighting game input systems make the motion more lenient. Try making your usual quarter circle motion but start by pressing forward and never letting the stick go back to neutral. It may be even easier on d pad. The overall motion is a bit like ➡️↘️➡️
@@imaplaygames633 The easy way to learn a Z motion is to think of it like "do a quarter circle while walking forward." So you start by walking forward, then immediately do a quarter circle+button quickly. After you got that, try to end the quarter circle early, so instead of doing walk forward then ⬇️↘️➡️+button you just do walk forward then ⬇️↘️+button. This input of ➡️⬇️↘️ is called a Z motion or DP input. DP meaning dragon punch because it's named after Ryu's shoryuken (rising dragon punch). Volcanic viper is considered a DP because it has a lot of the same properties as shoryuken, most importantly the invulnerability at the start.
i remember when i first found out about motion inputs... i was in the cafeteria in HS, playing bbtag and mashing when suddenly i did Rubys hyper shot. I was astounded that i did something different so i kept fiddling trying to find out how i did it until i figured out how to do motion inputs... it was like a caveman discovering fire
The folly of considering execution a downside reminds me of Exdeath in the psp Dissidia games. His shtick was he could parry almost any move in the game, but his best parry is only active fir a couple frames, balanced right? No, because if you were the kind of person who would practice his parries to excess, he was actually untouchable. This is why I think his slow movement and attack speed outside of counters was justified. He was very good if you got his execution down, but still had flaws before you got him in a winning position. To have execution be your only downside is distilled "the only people playing this have been playing since launch five years ago" syndrome.
Had a friend doing exactly this with Exdeath, which is why I counter picked with Firion? (Don't remember the name) Doing light arrow brave attacks because I can hold it and throw off his tempo. Or Tifa with her teleportation.
Btw Naoto Kurogane is easy. At lower levels due to not needing to learn his optimal stuff to perform his game plan. It’s once you get serious with playing him he becomes hard. Edit: another character who falls into a similar category too Naoto gameplay wise is Jubei. (I don’t main him so take this with a grain of salt) Due to some of his most important specials requiring super inputs and are constantly used mid combo and as starters. Also the unique movement he has access to makes him quite mobile and harder to learn all his approach options. (Not that much harder) He also has an instal that changes his moves fundamentally making people learn 2 different sets of offence. Last big thing is having one of the worst defences in the game due to always being in the crouching state. However his game plan is a really simple one too understand and having a Jesus Kick of his own (2B) and a few other strong buttons. He is essentially a glass cannon.
Over a decade into the genre, and I can easily say that I love my execution, I love my strategy (with most characters I play... I'll get back to that), and I'm not the best at a heart play style... Now... The exception to me liking strategy is when I play Naoto in BBCF... I literally just wanna hit you and attempt to confirm into combos that should simply not be attempted in real matches... Like... Naoto HAS some seriously messed up tech that I could loop... Or I could just run in and funny execution showcase by going for combos even most other Naoto players don't wanna learn much less try in real matches... And needless to say... My Naoto... sucks. Edit: Spelling.
Finally the last of the trilogy is here! Personally, body is definitely my weakest area of the 3 types. I'm mostly a brain and heart player. What character/game I'm playing and how the opponent plays will effect how much brain/heart I am. If I were to rate myself, it'd be 8 for heart, a 7 for brain, and a 3 for body. Very bad at inputs which limits my options and often forces me to adapt to my fingers messing up, but my mental game usually lets me condition/read my opponents like a book. Whether I just pulled off something I've been practicing for months, or witnessing someone else's effort they've spent years on perfecting their inputs, I just feel nothing when seeing someone properly doing some crazy combos. I just sorta feel like you're expected to do these things because they are in the game, and they are needed to even start the more complex sides of mental games which is actually the really interesting thing to me. I think this is just because when I was growing up I'd just "master" a game and move onto the next, and the execution barrier is very low for most genres of games compared to fighting games, which made me not care about execution barrier. If you can't care about something, then it's nearly impossible to be interested, which makes it significantly harder to focus on it to improve. With that said, I'm trying to improve in that area now, I've neglected it for too long. I normally play smash and it does have some execution barriers if you want to optimize your character so you can contend with the best. However I get distracted by the mental game too much in it (also since I can only play opponents online without rollback in smash, it's hard to feel rewarded for practicing those combos/inputs). So I've been putting up traditional fighting games when they go on sale lately since they have a harder emphasis on execution usually, hoping to find a way to enjoy the learning process of combos and precise inputs. Tekken 7 gave me a morale boost when I was able to do Electric Wind God Fists since everyone talks about that being so hard to do. Dragonball FighterZ sped up my fingers a lot since it lets you be very spammy with auto combos. Getting fingers used to the speed required for speedier inputs in other games, and if my emotions start dipping when combos aren't working, at least I'll still be beating up a guy so I don't feel quite as demoralized. I have a strong mental game, but the moment I start doubting myself, I fall apart really fast. Other people can't make me doubt myself unless I perceive them as not a threat and I make mistakes at them like they are a training dummy. Guilty Gear Strive I just barely got but I've been wanting it a bit so it'll keep me engaged in the traditional fighter gameplay style. This might not make sense, but it seems like the most "smash like" traditional fighter to me. Gotta pick a main now though, it's the only fighter outside of Smash that has given me trouble to find someone I can call a main. Was originally going to go Jack-O since she had the strongest and most reasons to main before I picked up the game, but after playing everyone, they are just too different to compare with each other and I love them all so I might be going back into the main crisis for Strive.
Body Players: "I spent 20 hours in training mode to learn these perfect combos" My ADHD ass: "Have you guys ever heard of the definition of insanity?" But seriously, there's no way in hell I can sit in a training room for hours on end and just lab out combos like that. I can barely sit myself still do wash the dishes ffs
I also have ADHD but am a bit of a labrat, honestly labbing isn't too bad, but it depends on the game. If the game is combo heavy it's more fun. But good labbing is being in the mindset for it. If you wanna fuck around in the lab then don't feel bad just experimenting. And take regular brakes when you get annoyed, or swap to another character.
Allow me to share the story of my first time dedicating myself to a fighting game. It wasn't long after my birthday, I was probably somewhere between 11 and 14 at the time, and went to spend my birthday money at a local gamestop, in which I wound up buying Marvel vs Capcom 3. I was already interested in street fighter and figured the best way to introduce myself to the series was through something that had spider-man in it. So I quickly fell in love with the game. I don't know if it was by default, but my controls were set to the easy-auto mode allowing me to do cool combos just by mashing the same couple buttons. After a few days I noticed that the moves list had so many more attacks and supers than I had been able to pull off, so I went to the training mode and started practicing, trying to figure out how to throw spider-man's web ball, or use Akuma's raging demon. After a bit I realized I had to use the more difficult playstyle if I wanted to use the better abilities, and so I switched and began memorizing the specials of my favorite characters. And that is what led me to today, being a Body based fighting game player who knows a bunch of cool combos I can never pull off in a real match
So this is why it feels Difficult to pull off some moves after Character Nerfs are implemented; The Execution changes (Be it Duration or Range or Both) and that makes The Moves feel more Off than they should be.
i learnt how to do a shoryuken input from my dad! i could not get it down, until he told me "just tap forwards and then do a hadouken input" and ta-da, consistent shoryukens
Shit, I started playing fighting games (GGST) just like a month ago :-D still have yet to learn to understand the fighting game lingo So I have yet to reach the level when I can input a move without mistake or consistantly, I mostly press what I just feel like and it works sometimes, althrough I ofc try to learn the inputs, and it get rly satisfying when I manage to use a special move on first try :DD btw great vids, they got me to play the game! Keep it up
Depending on what you count as a fighting game I'm anywhere from 13 to 15 years deep in this genre... And... I don't regret a bit of it, if you don't give up on this genre it sure as hell ain't gonna give up on you. So I wish you the best on your fighting game journey friend.
@@Nope-oz7zm Thank you! I enjoy it so far! The only "fighting game" I played before Strive was Brawlhalla, where i achieved almost the highest rank, which is so far off that it cannot be even compared, it's more like a funny platformer like smash. Cannot be compared to actual fighting games like this, which are more complex and take more skill and effort to learn.
@@mardafot7722 Funny thing is... I as someone whose style of play was largely shaped by KOFXIII which is notorious for how obscenely hard it is to play (it really isn't most of it's difficulty is overblown from SFIV players not knowing that not every game is SFIV... And the combo trials which are intentionally way more work for way less reward because they're supposed to be challenges, not actual learning material)... I am absolute garbage at platform fighters like Smash, Brawlhalla, etc... All the extra movement with platforms and recoveries, and everything like that to me is absolutely mind boggling to see but I physically cannot wrap my head around it... At all... I had to resort to being a MetaKnight player in Brawl/4/Ultimate just because of it (luckily for me I unironically like that character).
@@Nope-oz7zm Heh, it 's interesting to see things from different perspective :D seeing how platformers feel for you, and realizing, that fighting games feel like that for me I guess that in the end it is about what you enjoy the most and what you are used to/have expirience with :)
I just finished watching all three of your videos on this topic, and I want to make some observations about myself and my friend group. [Swerve] Heart 4/5, Mind 3/5, Body 0/5 I have made attempts to address all three aspects. I do not like to spend time in Training Mode, but I gain a lot of experience through playing with those stronger than me. However, if something is confusing or complicated, I will spend time in Training Mode, and find completing Combo Trials very satisfying. However, I am almost consistently unable to commit my combos to memory to the point that I can pull them out on a whim, and I have NEVER been especially good at responding to pressure. I am at my best when I am able to calculate what my best next option is, using Knowledge Checks very often (Uzuki will learn to play 2-3 characters per game and know JUST them, Bane sometimes struggles with complicated mechanics), and when something isn't working, I change up my game plan. However, at my core, I tend to approach situations with the Heart mindset, in that I oftentimes will just throw things out to see if they work, and that I am at my best when I can learn the enemy's playstyle and respond to it. Nevertheless, when I cannot think because of the enemy's pressure, I rely on my instincts and fundamentals. I am prone to shouting and chatting during a match, reacting bombastically and reaching for the hype, but usually having fun unless I am forced to remain silent (or play the same character exclusively). I tend not to feel defeatist unless I feel like I have no options at any time, I am getting infinited, or I am playing YuGiOh. I gravitate towards gimmicky characters and mid-to-low tiers. [Bane] Heart 5/5, Mind 0/5, Body 2/5 Very strong pressure game, tends to rely on fundamentals of a game, but uses them to the level that if you try to get fancy, you will get burned. If he finds that something is working, he will not hesitate to use whatever tactic he can to win. However, he sometimes does not understand the games he plays well; He does not understand what a "quarter circle" is, but knows how to use the special moves of fighting game characters regardless (Ex: When playing Skullgirls and Persona 4 Arena Ultimax. He will circle camp in Smash Bros and calls it "Playing like a survivor," but oftentimes doesn't even realize that there is a timer in the matches he does this with. Despite this, even though he will usually stick to the very basics of the games he is playing, he will use them optimally; In P4AU he uses characters with fast disjointed pokes like Sho and Ken, and will keep you just out of arm's reach, then simply autocombo you until you're KO'd. If you start to block or counter him, he will start to mix in throws or add a projectile to keep you guessing. When he isn't doing well he gets into a defeatist attitude regardless of the game, but if you underestimate him or his fundamentals, or you leave him aside for too long, he will get a lead you can't come back from shockingly fast. Gravitates towards characters that he has a personal taste for regardless of tier, but tends to stick to high tier, low execution characters. [Arkos] Heart 3/5, Mind 1/5, Body 3/5 The biggest gorilla out of my friends. Arkos is all about reaching for that hype. Arkos does not lab out techniques. He does not learn long combos. He simply fights. And he often wins. He will often know the most about the games he plays and will have the mechanics figured out to a t, and he is a master of throwing out moves you aren't expecting even if you're waiting for him to use it. There isn't as much to say about Arkos because he does not play as wide a range of fighting games, but in Smash Bros he is the master of the mindgame; Using Charizard, he will demolish you with the unexpected Flare Blitz, then condition you into expecting it, then while you are waiting to counterplay it he will up his pressure to attack the new weaknesses you've opened up. I have virtually never seen him get upset at a fighting game; he is happy no matter who is winning, and he is happiest when something completely off the wall or hype happens. Gravitates towards characters who are hype, regardless of tier. [Uzuki] Heart 0/5, Mind 5/5, Body 2/5 The player I know with the biggest focus on learning the game, but also the most silent. Uzuki is a very skilled, very impressive player that I find myself losing to most of the time, because he will pick up 2-3 characters per game and focus on learning them to their deepest point. He does not learn long, difficult combos, but he gravitates towards higher tier characters and uses every tool available to him to become as skilled as he can. However, because of his tunnel vision on the more metagame centric characters as well as who he chooses to play, he often has no idea what the other characters in a game are able to do, so he is susceptible to Knowledge Checks when playing against low tiers that aren't often used. In Smash, he does not enjoy playing with items and hazards (though he does share my love of Palutena's Temple), and lacks adaptability to non-sterile enviroments, but his ability to read and learn other peoples' playstyles is exceptionally good. Tends to make excuses when he loses, and is often completely silent in concentration when playing unless something completely bizarre that makes him laugh happens. Gravitates to high tier characters that he can reliably win with; he has occasionally dabbled in lower tier characters, but if he starts losing he often returns to high tiers.
Isn't body also about crazy reaction, like not only punishing a fireball from verry close with a move that goes under or is proyectiles invul, but also being able to whiff punish moves that have an ending lag that's doesn't looks like it should be punished with consistancy on hit, I just feel like execution is only the front cover of the body player.
I just watched all three of your videos in this series, and I never really thought about all this. I've been playing Fighting Games for about a decade and only have been semi-serious about it for about half. After watching this I realized that I am 95% a body player. I bought Guilty Gear Strive just a couple weeks ago only because the moding scene for the game is amazing( including GG Strive Plus since I hate Strive's base gameplay) and because it was on sale. ALL of my time since I got it was spent in Training Mode trying to perfect combos like most fighting games I play. While I do, do well this made me take a deep look at myself and realize that I need to break the habit of putting so much emphasis on combos and execution of those combos. This series has seriously helped. Thank you so much
This has always been my hardest part. I do not get nearly as much off my successful interactions as I could in any game I play because I'm wired to play counter poke characters, not combo but just use a big, hard hitting normal to wiff punish and then maybe beat out a wake up option with fast buttons or punish a wake up DP.
Jokes on you I practice combos until I'm dead, it's 4:30am, and I still consistently drop combos because "AHHH IM GOING TO DIE IF I DONT LAND THIS" Basically I get to anxious when playing real people xD
So, as far as I get it: Players of heart - I care about fun! Players of mind - I care about interaction between our characters. You could even say our matchu- no wait come back Players of body - I care about MY character. I wanna look good, that is all.
I'm sure this is a stupid question, but is there a conversation to be had about supers in fighting games? I've seen every other inch of fighting games talked about except for supers (aside from ha ha look at the funny super)
As a floor 2 chaos main I make my way to floor ten and literally try to see what works and what doesn’t work against the pros and lemme tell you..I get bodied like there’s no tomorrow..at least my blocking is ok.
My god awful coordination is what truly prevents me from gettin into FG (i panic ult in shooters ALL the time, fuck i cant get consistent special moves after tens of hours), body players are what i aspire to be
Imagine all fighters since forever with tough hard execution control systems and mechanics but now imagine those fighters but with simple pick up and play control systems and mechanics, it would transform the genre since forever. Just think motion inputs probably would have never happened. It's sort of fun imagining the fighting game genre in a different light, well we have DNF Duel now and that's a clone of fighters with simple control systems but have solid game mechanics, I wonder will we get anymore?? But maybe these "body" based fighting game players will not want them because their love is for the execution....Just have to wait and see the next era of fighters??
Naoto is my go to BlazBlue character cuz I love characters with way too many consecutive motion inputs. It's just really satisfying, physically, to pull off. Am I good? Lol, absolutely not.
I remembered something that happened while I was playing Dreamcast DOA with my neighbor friends NF: I forgot. . I FORGOT "What?" NF: I forgot... How to do... THE IZUNA DROP! He said .. as he performed THE WHOLE SEQUENCE. XD Ooh, another one! Me playing JoJo fighter on PS1 I got full meter... Maybe I could do Jotaro's... "ROAD ROLLER DA!" Me: o_O [I blocked. It] Star platinum ZA WORLDO Instant recall from PANIK WTF XD
umm hc's bd is not standart its 18 frame (makin it 2 less recovery then the standart one) and it goes pretty far and his little 5 frame leads to more damage then some chars cs hits coupled with clone his defense is actually average :) o7
i disagree about having top tier characters require near top tier execution because there will always be at least 1 person who will grind their execution to meet the character's execution requirements.
It's like what my music teacher says: You don't practice until you CAN do something RIGHT, you practice until you CAN'T do it WRONG.
Yesss exactly, fools be practicing combos and the minute they land it they be like ‘alright, let’s do this, i’m ready now’. Like, bruh, let’s see you land that shit now.
Practice a combo until you can do it three times in a row, at least.
That's always been my standard.
I like the sound of that!
@@Charnel_Heart don’t quote me on this but i heard the magic number is 7 times. You repeat something 7 times and you are going to be more effective at memorizing it.
it helped me back in school during exams.
@one one I try to work on combos until I can do it consistently, but I end up doing this anyway.
To me Realizing how to do a quarter circle was the equivalent to being a toddler and suddenly gaining sentience. I just woke up one day and knew how to do it.
I got a hang of them in a similar way, I was playing and I over shot and jumped most every time I did it, I got the hang of it next time I played and then after I realised "Hey what if I jumped with a quarter circle and then did another for Giovanna's dive move."
The zigzag's still get me though, no idea what they're called but Sol has an invincible upercut thing with it and I'm bad at them.
Edit: I googled it I think it's Volcanic Viper. That's the motion I struggle with.
@@imaplaygames633 they're often referred to as dp inputs (named after Ryu's uppercut move in street fighter as the invention of that motion).
most modern fighting game input systems make the motion more lenient. Try making your usual quarter circle motion but start by pressing forward and never letting the stick go back to neutral. It may be even easier on d pad. The overall motion is a bit like ➡️↘️➡️
@@imaplaygames633 wait until you get to TK(VV) inputs lol. For DP inputs like VV though you can just press 6236, assuming you know numpad notation.
@@imaplaygames633 The easy way to learn a Z motion is to think of it like "do a quarter circle while walking forward." So you start by walking forward, then immediately do a quarter circle+button quickly. After you got that, try to end the quarter circle early, so instead of doing walk forward then ⬇️↘️➡️+button you just do walk forward then ⬇️↘️+button. This input of ➡️⬇️↘️ is called a Z motion or DP input. DP meaning dragon punch because it's named after Ryu's shoryuken (rising dragon punch). Volcanic viper is considered a DP because it has a lot of the same properties as shoryuken, most importantly the invulnerability at the start.
@@Cybrtronlazr So I got two things, 1 I don't know what a TK is and 2, I didn't know what the number notation meant but I do now.
i remember when i first found out about motion inputs... i was in the cafeteria in HS, playing bbtag and mashing when suddenly i did Rubys hyper shot. I was astounded that i did something different so i kept fiddling trying to find out how i did it until i figured out how to do motion inputs... it was like a caveman discovering fire
babe wake up new gekkosquirell video just dropped
Vid so good it fucked up this guy’s spelling
*run in*
"Im here! Got any popcorn?"
5:30 as a body player it isn't me staying calm and having solid mental, its literally pure muscle memory while i panic
When GekkoSquirrel drops it’s always good
The folly of considering execution a downside reminds me of Exdeath in the psp Dissidia games. His shtick was he could parry almost any move in the game, but his best parry is only active fir a couple frames, balanced right?
No, because if you were the kind of person who would practice his parries to excess, he was actually untouchable. This is why I think his slow movement and attack speed outside of counters was justified. He was very good if you got his execution down, but still had flaws before you got him in a winning position. To have execution be your only downside is distilled "the only people playing this have been playing since launch five years ago" syndrome.
Had a friend doing exactly this with Exdeath, which is why I counter picked with Firion? (Don't remember the name) Doing light arrow brave attacks because I can hold it and throw off his tempo. Or Tifa with her teleportation.
Btw Naoto Kurogane is easy.
At lower levels due to not needing to learn his optimal stuff to perform his game plan.
It’s once you get serious with playing him he becomes hard.
Edit: another character who falls into a similar category too Naoto gameplay wise is Jubei. (I don’t main him so take this with a grain of salt)
Due to some of his most important specials requiring super inputs and are constantly used mid combo and as starters.
Also the unique movement he has access to makes him quite mobile and harder to learn all his approach options. (Not that much harder)
He also has an instal that changes his moves fundamentally making people learn 2 different sets of offence.
Last big thing is having one of the worst defences in the game due to always being in the crouching state.
However his game plan is a really simple one too understand and having a Jesus Kick of his own (2B) and a few other strong buttons.
He is essentially a glass cannon.
Over a decade into the genre, and I can easily say that I love my execution, I love my strategy (with most characters I play... I'll get back to that), and I'm not the best at a heart play style...
Now... The exception to me liking strategy is when I play Naoto in BBCF... I literally just wanna hit you and attempt to confirm into combos that should simply not be attempted in real matches... Like... Naoto HAS some seriously messed up tech that I could loop... Or I could just run in and funny execution showcase by going for combos even most other Naoto players don't wanna learn much less try in real matches... And needless to say... My Naoto... sucks.
Edit: Spelling.
Finally the last of the trilogy is here!
Personally, body is definitely my weakest area of the 3 types. I'm mostly a brain and heart player. What character/game I'm playing and how the opponent plays will effect how much brain/heart I am. If I were to rate myself, it'd be 8 for heart, a 7 for brain, and a 3 for body. Very bad at inputs which limits my options and often forces me to adapt to my fingers messing up, but my mental game usually lets me condition/read my opponents like a book.
Whether I just pulled off something I've been practicing for months, or witnessing someone else's effort they've spent years on perfecting their inputs, I just feel nothing when seeing someone properly doing some crazy combos. I just sorta feel like you're expected to do these things because they are in the game, and they are needed to even start the more complex sides of mental games which is actually the really interesting thing to me.
I think this is just because when I was growing up I'd just "master" a game and move onto the next, and the execution barrier is very low for most genres of games compared to fighting games, which made me not care about execution barrier. If you can't care about something, then it's nearly impossible to be interested, which makes it significantly harder to focus on it to improve.
With that said, I'm trying to improve in that area now, I've neglected it for too long. I normally play smash and it does have some execution barriers if you want to optimize your character so you can contend with the best. However I get distracted by the mental game too much in it (also since I can only play opponents online without rollback in smash, it's hard to feel rewarded for practicing those combos/inputs). So I've been putting up traditional fighting games when they go on sale lately since they have a harder emphasis on execution usually, hoping to find a way to enjoy the learning process of combos and precise inputs.
Tekken 7 gave me a morale boost when I was able to do Electric Wind God Fists since everyone talks about that being so hard to do.
Dragonball FighterZ sped up my fingers a lot since it lets you be very spammy with auto combos. Getting fingers used to the speed required for speedier inputs in other games, and if my emotions start dipping when combos aren't working, at least I'll still be beating up a guy so I don't feel quite as demoralized. I have a strong mental game, but the moment I start doubting myself, I fall apart really fast. Other people can't make me doubt myself unless I perceive them as not a threat and I make mistakes at them like they are a training dummy.
Guilty Gear Strive I just barely got but I've been wanting it a bit so it'll keep me engaged in the traditional fighter gameplay style. This might not make sense, but it seems like the most "smash like" traditional fighter to me. Gotta pick a main now though, it's the only fighter outside of Smash that has given me trouble to find someone I can call a main. Was originally going to go Jack-O since she had the strongest and most reasons to main before I picked up the game, but after playing everyone, they are just too different to compare with each other and I love them all so I might be going back into the main crisis for Strive.
Body Players: "I spent 20 hours in training mode to learn these perfect combos"
My ADHD ass: "Have you guys ever heard of the definition of insanity?"
But seriously, there's no way in hell I can sit in a training room for hours on end and just lab out combos like that. I can barely sit myself still do wash the dishes ffs
I also have ADHD but am a bit of a labrat, honestly labbing isn't too bad, but it depends on the game. If the game is combo heavy it's more fun. But good labbing is being in the mindset for it. If you wanna fuck around in the lab then don't feel bad just experimenting. And take regular brakes when you get annoyed, or swap to another character.
Allow me to share the story of my first time dedicating myself to a fighting game.
It wasn't long after my birthday, I was probably somewhere between 11 and 14 at the time, and went to spend my birthday money at a local gamestop, in which I wound up buying Marvel vs Capcom 3. I was already interested in street fighter and figured the best way to introduce myself to the series was through something that had spider-man in it. So I quickly fell in love with the game. I don't know if it was by default, but my controls were set to the easy-auto mode allowing me to do cool combos just by mashing the same couple buttons. After a few days I noticed that the moves list had so many more attacks and supers than I had been able to pull off, so I went to the training mode and started practicing, trying to figure out how to throw spider-man's web ball, or use Akuma's raging demon. After a bit I realized I had to use the more difficult playstyle if I wanted to use the better abilities, and so I switched and began memorizing the specials of my favorite characters. And that is what led me to today, being a Body based fighting game player who knows a bunch of cool combos I can never pull off in a real match
i still love me some Mahvel Baby!! xD
**me as a 3D fighting game player still running away from motion inputs**
At least you can *admit* it! :D
So this is why it feels Difficult to pull off some moves after Character Nerfs are implemented;
The Execution changes (Be it Duration or Range or Both) and that makes The Moves feel more Off than they should be.
I like how Juri’s theme for sfv, first part at least, works as background music for a video
I wonder what the rest of the songs were
Johnny's Xrd theme over the Daigo parry made me feel things. Man I love that song.
Is anybody gonna acknowledge the cat-ear Giovanna in training mode? At 4:35 to be more accurate.
Outside of Implying that HC is balanced, Great Vid
This video has been HC player approved
i learnt how to do a shoryuken input from my dad! i could not get it down, until he told me "just tap forwards and then do a hadouken input" and ta-da, consistent shoryukens
My man really made an entire videos for lab players to tell them learn basic neutral
3:03 reminds me of back when I first started playing fighting games and I learned one optimal combo and nothing else and would get mad when I lose
It only took until now to realize the voice saying "heart" "mind" "body" after the intro is the lain titlecard voice.
That edit of Evo moment 37 is amazing. Makes it look even cooler than it already is. Pleeeeeease, release that one as a short.
The video was amazing.
But did you *have* to cut off Stand Unrivaled just before the bridge?
Shit, I started playing fighting games (GGST) just like a month ago :-D still have yet to learn to understand the fighting game lingo
So I have yet to reach the level when I can input a move without mistake or consistantly, I mostly press what I just feel like and it works sometimes, althrough I ofc try to learn the inputs, and it get rly satisfying when I manage to use a special move on first try :DD
btw great vids, they got me to play the game! Keep it up
Depending on what you count as a fighting game I'm anywhere from 13 to 15 years deep in this genre... And... I don't regret a bit of it, if you don't give up on this genre it sure as hell ain't gonna give up on you.
So I wish you the best on your fighting game journey friend.
@@Nope-oz7zm Thank you! I enjoy it so far!
The only "fighting game" I played before Strive was Brawlhalla, where i achieved almost the highest rank, which is so far off that it cannot be even compared, it's more like a funny platformer like smash. Cannot be compared to actual fighting games like this, which are more complex and take more skill and effort to learn.
@@mardafot7722 Funny thing is... I as someone whose style of play was largely shaped by KOFXIII which is notorious for how obscenely hard it is to play (it really isn't most of it's difficulty is overblown from SFIV players not knowing that not every game is SFIV... And the combo trials which are intentionally way more work for way less reward because they're supposed to be challenges, not actual learning material)... I am absolute garbage at platform fighters like Smash, Brawlhalla, etc... All the extra movement with platforms and recoveries, and everything like that to me is absolutely mind boggling to see but I physically cannot wrap my head around it... At all... I had to resort to being a MetaKnight player in Brawl/4/Ultimate just because of it (luckily for me I unironically like that character).
@@Nope-oz7zm Heh, it 's interesting to see things from different perspective :D seeing how platformers feel for you, and realizing, that fighting games feel like that for me
I guess that in the end it is about what you enjoy the most and what you are used to/have expirience with :)
I just finished watching all three of your videos on this topic, and I want to make some observations about myself and my friend group.
[Swerve]
Heart 4/5, Mind 3/5, Body 0/5
I have made attempts to address all three aspects. I do not like to spend time in Training Mode, but I gain a lot of experience through playing with those stronger than me. However, if something is confusing or complicated, I will spend time in Training Mode, and find completing Combo Trials very satisfying. However, I am almost consistently unable to commit my combos to memory to the point that I can pull them out on a whim, and I have NEVER been especially good at responding to pressure. I am at my best when I am able to calculate what my best next option is, using Knowledge Checks very often (Uzuki will learn to play 2-3 characters per game and know JUST them, Bane sometimes struggles with complicated mechanics), and when something isn't working, I change up my game plan. However, at my core, I tend to approach situations with the Heart mindset, in that I oftentimes will just throw things out to see if they work, and that I am at my best when I can learn the enemy's playstyle and respond to it. Nevertheless, when I cannot think because of the enemy's pressure, I rely on my instincts and fundamentals. I am prone to shouting and chatting during a match, reacting bombastically and reaching for the hype, but usually having fun unless I am forced to remain silent (or play the same character exclusively). I tend not to feel defeatist unless I feel like I have no options at any time, I am getting infinited, or I am playing YuGiOh. I gravitate towards gimmicky characters and mid-to-low tiers.
[Bane]
Heart 5/5, Mind 0/5, Body 2/5
Very strong pressure game, tends to rely on fundamentals of a game, but uses them to the level that if you try to get fancy, you will get burned. If he finds that something is working, he will not hesitate to use whatever tactic he can to win. However, he sometimes does not understand the games he plays well; He does not understand what a "quarter circle" is, but knows how to use the special moves of fighting game characters regardless (Ex: When playing Skullgirls and Persona 4 Arena Ultimax. He will circle camp in Smash Bros and calls it "Playing like a survivor," but oftentimes doesn't even realize that there is a timer in the matches he does this with. Despite this, even though he will usually stick to the very basics of the games he is playing, he will use them optimally; In P4AU he uses characters with fast disjointed pokes like Sho and Ken, and will keep you just out of arm's reach, then simply autocombo you until you're KO'd. If you start to block or counter him, he will start to mix in throws or add a projectile to keep you guessing. When he isn't doing well he gets into a defeatist attitude regardless of the game, but if you underestimate him or his fundamentals, or you leave him aside for too long, he will get a lead you can't come back from shockingly fast. Gravitates towards characters that he has a personal taste for regardless of tier, but tends to stick to high tier, low execution characters.
[Arkos]
Heart 3/5, Mind 1/5, Body 3/5
The biggest gorilla out of my friends. Arkos is all about reaching for that hype. Arkos does not lab out techniques. He does not learn long combos. He simply fights. And he often wins. He will often know the most about the games he plays and will have the mechanics figured out to a t, and he is a master of throwing out moves you aren't expecting even if you're waiting for him to use it. There isn't as much to say about Arkos because he does not play as wide a range of fighting games, but in Smash Bros he is the master of the mindgame; Using Charizard, he will demolish you with the unexpected Flare Blitz, then condition you into expecting it, then while you are waiting to counterplay it he will up his pressure to attack the new weaknesses you've opened up. I have virtually never seen him get upset at a fighting game; he is happy no matter who is winning, and he is happiest when something completely off the wall or hype happens. Gravitates towards characters who are hype, regardless of tier.
[Uzuki]
Heart 0/5, Mind 5/5, Body 2/5
The player I know with the biggest focus on learning the game, but also the most silent. Uzuki is a very skilled, very impressive player that I find myself losing to most of the time, because he will pick up 2-3 characters per game and focus on learning them to their deepest point. He does not learn long, difficult combos, but he gravitates towards higher tier characters and uses every tool available to him to become as skilled as he can. However, because of his tunnel vision on the more metagame centric characters as well as who he chooses to play, he often has no idea what the other characters in a game are able to do, so he is susceptible to Knowledge Checks when playing against low tiers that aren't often used. In Smash, he does not enjoy playing with items and hazards (though he does share my love of Palutena's Temple), and lacks adaptability to non-sterile enviroments, but his ability to read and learn other peoples' playstyles is exceptionally good. Tends to make excuses when he loses, and is often completely silent in concentration when playing unless something completely bizarre that makes him laugh happens. Gravitates to high tier characters that he can reliably win with; he has occasionally dabbled in lower tier characters, but if he starts losing he often returns to high tiers.
Funny enough I had spend 3 days to re learning to walk when I was like 8 BC I woke up one day and couldn't use my legs
no they don't need to be top tier, but they need to be better than the average
Isn't body also about crazy reaction, like not only punishing a fireball from verry close with a move that goes under or is proyectiles invul, but also being able to whiff punish moves that have an ending lag that's doesn't looks like it should be punished with consistancy on hit, I just feel like execution is only the front cover of the body player.
I just watched all three of your videos in this series, and I never really thought about all this. I've been playing Fighting Games for about a decade and only have been semi-serious about it for about half. After watching this I realized that I am 95% a body player. I bought Guilty Gear Strive just a couple weeks ago only because the moding scene for the game is amazing( including GG Strive Plus since I hate Strive's base gameplay) and because it was on sale. ALL of my time since I got it was spent in Training Mode trying to perfect combos like most fighting games I play. While I do, do well this made me take a deep look at myself and realize that I need to break the habit of putting so much emphasis on combos and execution of those combos. This series has seriously helped. Thank you so much
I still remember the day when daddy sakurai taught me how to play fighting games while basically making his own KoF
The Trilogy is complete!
"conditioning enables your doing what your heart feels and checks where your mind sends signals."
- Capacity 😊
Body players aren't just execution and nothing else. Reaction speed is another big aspect of what makes body players stand out
This commentary brings me joy
Never noticed that the name thing was a no more heros reference until now lol
Heart based players aren't mental at all,they're emotional. It's about the feeling.
It's mental because alot of it is prediction
Emotion is literally describing your mental state. it's getting into someone's head.
I can feel this wake up dp right now
@@pepethedog7356 more like
"Run up dp will work for the 7th time,lmao"
And it feel the best when u pot buster a annoying millia
A lot of your vids inspire me to keep trying
I actually had to relearn how to walk when I broke my leg as a kid. It was the most frustrating experience.
Unrelated, but I can't hear the first song without thinking of the "Balls in my jaws" song lol
“Discombobulate”
“Head empty, no thoughts”
“Think Mark”
That’s how I see the three
This has always been my hardest part. I do not get nearly as much off my successful interactions as I could in any game I play because I'm wired to play counter poke characters, not combo but just use a big, hard hitting normal to wiff punish and then maybe beat out a wake up option with fast buttons or punish a wake up DP.
Jokes on you I practice combos until I'm dead, it's 4:30am, and I still consistently drop combos because "AHHH IM GOING TO DIE IF I DONT LAND THIS" Basically I get to anxious when playing real people xD
I never had a problem with fireball input, I got it instantly, but man DP input took me like 2-3 months before making it consistently on ONE side.
this is literally how to behemoth typhoon 101
So, as far as I get it:
Players of heart - I care about fun!
Players of mind - I care about interaction between our characters. You could even say our matchu- no wait come back
Players of body - I care about MY character. I wanna look good, that is all.
I'm surprised iceclimbers were never mentioned
Glad to see this is finally here! Time to become the master fighting game player!!
Music of 7-30?
Great video btw i have a friend that is this type of player literally xddddd
0:20 I bought MK11 on Switch
Back
Forward
Button
*WHY* AM I FAILING THAT?!
I play KOF and BBCF, fr crying out *COUNTER!*
At last, the Holy Trinity is complete. 🙏
I've waited months for this goddamn video
Been waiting for this banger to drop
So... are we just not talking about the dog ears on training room Gio?
I'm constantly thinking about how I breathe LOL
So basically this is the player who didnt practice 1000 combos once but the player who practiced one combo 1000 times
Lol been playing fighting games for 20 years I think I'm a mix if body and think wen I have to player lol. Work smarter not harder
I’ve seen all three videos, and I’d say I’m roughly 66.6% Heart, 33.3% Body, and 0.1% Brain. I am full Unga Bunga all the way.
Me: *watching some long very informative video on YT*
> GekkoSquirrel uploads
Also Me: Fuck this noise. LET'S GOOOOOOOO BA-BEEEEEEEE GIMME THE MEMES!
Are longer combos such as in BBCF hard to execute or hard to remember due to it's length?
no such thing as a combo too long to remember. BBCF is an older game so it has a higher execution barrier than newer fighting games
I'm sure this is a stupid question, but is there a conversation to be had about supers in fighting games? I've seen every other inch of fighting games talked about except for supers (aside from ha ha look at the funny super)
wait you guys can do motion inputs consistently?
As a floor 2 chaos main I make my way to floor ten and literally try to see what works and what doesn’t work against the pros and lemme tell you..I get bodied like there’s no tomorrow..at least my blocking is ok.
my brain isnt registering the background music as from guilty gear is it akira otoishis theme from allstar battle?
I just do what feels right in my hands only slightly moderated by my brain saying hey don't do that option 7 times in a row
Do it 8
0:12 i am 10 % angrier now
awesome vid! now can we get a video on BASED fighting game players?
My god awful coordination is what truly prevents me from gettin into FG (i panic ult in shooters ALL the time, fuck i cant get consistent special moves after tens of hours), body players are what i aspire to be
Yoooo new gekko vid
GEKKOOOOOOOOOO[OOO I JUST RAILED A LINE IM READY DONT 4GET THE PERSONA MUSIC AT THE END MY DUDE WOOOOOO
ya boy uses his body and heart (brain not included)
Anyone know the song @7:30. P.s. nice vid
i love ur outros so much}
and here i am still trying to figure out how to do 623 inputs consistently
Tap foward and then do a Fireball. :)
as a naoto main I agree but counter agreement ehm DP
I did lol. I remember going from a masher to middle or high level nago player
going to watch different videos, I am definitely not a body player *:). Nice one tho, quite informative
Imagine all fighters since forever with tough hard execution control systems and mechanics but now imagine those fighters but with simple pick up and play control systems and mechanics, it would transform the genre since forever. Just think motion inputs probably would have never happened. It's sort of fun imagining the fighting game genre in a different light, well we have DNF Duel now and that's a clone of fighters with simple control systems but have solid game mechanics, I wonder will we get anymore?? But maybe these "body" based fighting game players will not want them because their love is for the execution....Just have to wait and see the next era of fighters??
I've never personally understood the struggle of using motion inputs. They've always just clicked as a natural thing, but i did grow up on thps so idk
So I wonder will you make a gimmick character video or something?
Naoto is my go to BlazBlue character cuz I love characters with way too many consecutive motion inputs. It's just really satisfying, physically, to pull off. Am I good? Lol, absolutely not.
6:49 - 6:53
*sees the 2S spam speed*
I hate it. I despise it. Why did they do that?
*cries in UMA*
anyone know the song starting at 6:26 ? this is killing me.
Stand Unrivaled (Jubei's theme) from Blazblue
@@soewithanumber Thank you!!
HOLY SHIT IT'S HERE
Using the Moon Theme for a horrible accident. DuckTales noooo
Imagine naoto with a dash button
How does someone fast RC without having the character do a move like at 9:18 ?
You can bind RC to a dedicated button like the dash button in the settings
she whiffs an air grab to land with zero lag
howd you come up with the name gekkosquirrel anyways? is that your sona?
I remembered something that happened while I was playing Dreamcast DOA with my neighbor friends
NF: I forgot. . I FORGOT
"What?"
NF: I forgot... How to do... THE IZUNA DROP!
He said .. as he performed THE WHOLE SEQUENCE.
XD
Ooh, another one!
Me playing JoJo fighter on PS1
I got full meter... Maybe I could do Jotaro's...
"ROAD ROLLER DA!"
Me: o_O [I blocked. It]
Star platinum ZA WORLDO
Instant recall from PANIK
WTF
XD
after watching all the trilogy I can summarize that I'm a body/heart player. 'Cause I'm a Gio main and I'm a fool.
please talk about Naoto
please talk about Naoto
please talk about Naoto
please talk about Naoto
please talk about Naoto
My first fighting game was mk and I had no idea what -> v meant
umm hc's bd is not standart its 18 frame (makin it 2 less recovery then the standart one) and it goes pretty far and his little 5 frame leads to more damage then some chars cs hits coupled with clone his defense is actually average :) o7
I still cant do dp
i disagree about having top tier characters require near top tier execution because there will always be at least 1 person who will grind their execution to meet the character's execution requirements.
execution is fun :D
sick vid
No love for XX I-no?
Took em 3 months to complete the trilogy.
Was it worth it?
LETS GOOOOOO