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Answering your most asked Street Fighter 6 questions!
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- เผยแพร่เมื่อ 16 ส.ค. 2024
- You asked, Brian answered! This time we take to reddit to get some in-depth questions - which deserve in-depth responses! So if you're struggling with Juri's throw loop or Guile down-backing, you've come to the right video!
SF6 Input engine details: rentry.co/35ch3
MERCH: brian-f.creato...
#brian_f #streetfighter #streetfighter6
Edited by Brain Genius Academy: / braingeniusacademy
0:00 - Intro
0:35 - What's causing my inputs to drop?
5:15 - Why can't I Wake-up Super?
7:42 - How much time should I spend in training mode?
10:10 - How do I actually use training mode effectively?
12:28 - How do I punish medium buttons?
16:07 - How do I stop Throw Loops?
24:01 - How do I break bad habits?
27:10 - How do I grow past my plateau?
29:52 - How do I open up passive, defensive players?
34:25 - How do I use defensive options?
36:42 - How do I pin down my burned-out opponent?
39:46 - Questions for Brian
44:34 - Outro
🎥 Twitch stream: / brian_f
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I struggled with keeping people in the corner, until I heard Sajam mentioned to stand underneath the timer. It made sense right away when I tried it, I was walking forward to soon, and people would just jump over me. Obviously it's character and game specific on the exact spot, but try standing under the timer as a starting point.
what does that mean?
@@getoveryourself2212the round timer between the healthbars. Its like a shorthand for that spacing and pressure you want to keep in the corner.
@getoveryourself2212 yeah the other response was exactly what I meant, use the round timer between the health bar as a general stand here to stop jumps, and apply pressure in the corner
@@getoveryourself2212 instead of getting right up in your opponents face in the corner, hold your ground at about the middle of the screen. it allows you to box them out more easily, especially if they try to jump out or use some sort of aerial move to escape.
Scrubs
7:07 I've never seen such a educational and polite way to say "SKILL ISSUE"
This answer was directly addressed to Darksydephil
On cancelling into supers: the game prioritizes speed over timing. When cancelling into supers, you have to input quarter circles fast, not necessarily within a tight cancel window. As long as you input it fast enough, it will come out at next available cancel window (sometime almost a second before the available cancel opportunity). However, if you try to time it to the hit, and do the quarter circle slowly (as if to finish the input before the cancel window ends), the super won't come out.
So do you just buffer the super 𝘥𝘶𝘳𝘪𝘯𝘨 the cancelable move?
@@FirepowerFantasy yes, as fast as necessary to trigger the super. You can input it much earlier than you think as long as do it fast enough
Brian's pretty much politely saying "skill issue" about the wake up reversals but I can do supers and DPs 99 out of 100 times perfectly. But on WAKE-UP? It's like 50/50.
he's probably right tho
You mean scrubs can't wake up super in this game?
It's just the timing of knowing when your character is available to do the super. You can't buffer off the ground, you actually have to time it.
Thank you Brian for videos like this, I get so overwhelmed by everything I have to learn and these videos are reminders that it won't happen overnight.
Check out "Playing Fast and Slow" by Core-A Gaming. It's helped me learn how to learn. And how to take things one step at a time. Makes it less overwhelming when you know how your brain stores these skills and handles the mental stack. It also makes it so much easier to apply things that Brian teaches in these videos.
I honestly think every fighting game player should watch it. One of the most helpful videos ever.
5:18 I think Brian is right here, playing modern I have not had ANY issue with getting my reversal supers and EX reversals to come out (thanks to them being one button). So it's most likely not a timing issue, but an input issue.
supers with charge characters are super finicky.. it upsets me knowing I can register a simple charge input, but somehow mis-input a super.. it makes no sense
and one moment it registers, the next it doesn’t
"If your execution isn't sound it's very difficult to follow through on a strategy" is so true, and not just in fighting games. I think ThePrimeagen put it best when commenting on a video he was reacting to about typing speed in programming. To summarise, you don't need to be able to type at >100 WPM, or even 90 WPM, but it's extremely painful to get your ideas down and working if you can't type at the speed of thought (which is, broadly speaking, gonna be close to around 80 WPM for most people), and that becomes doubly painful if you're having to look down at your hands every 5 seconds or if you can't navigate your IDE/text editor efficiently as it interrupts the flow of ideas from your brain into your hands and then out of your hands into the editor. And this, in turn, makes it extremely difficult to switch onto a different keyboard layout (e.g. Colemak or Dvorak), as you have to go through the hurt and pain of relearning all of your muscle memory and remind yourself of the pain that you forgot you went through when learning to touch type 10 or 20 years prior.
And this definitely translates to fighting games: it's all well and good to know that you need to be throwing fireballs, anti-airing, checking dashes, and punishing move X with move Y, but you can't zone effectively if your Hadouken/Boom only comes out half of the time, you can't defend effectively if you can't input a Shoryu/Flash in time to react to a jump, you can't react to dash/Drive Impact/walk forward if you haven't spent time learning how to do it at different ranges/spent time actively learning to recognise them, you can't punish move X with move Y properly unless you know what it looks like or how to recognise your relative range, and you can't then get the most off of that punish if you don't know how to perform the combo route. If you haven't invested the time to practice something, aren't proficient with your input device, or in many cases both, you may know what you *should* be doing in a situation, but will then be sluggish or prone to error when actually playing because you aren't operating at the speed of thought.
And then you learn that you have to go through this process any time you want to learn something new, whether it be a difficult but more optimal combo route or a new character or a new controller or, in the event of a balance patch, a new punish for a given option, you have to go through that conscious and exhausting (and sometimes physically painful) process all over again, albeit potentially faster depending on your experience in related areas. Coming to terms with this and learning to enjoy it is such an important barrier to surmount and is, I think, the first glass ceiling that I think most people have to shatter in order to start improving at a game/genre once they're out of that initial "literally everything I do is learning" phase.
His answer is wrong imo, esp for newer players. When new I could hit the combo 20/20 times in training, in game I couldn't even execute a much simpler combo consistently. The difference between it and something like typing is your mental state is a lot different in match
Before giving my recommendation I will also say that doing the "perfect" combo may be 2800 dmg, whereas a much simpler 3 button hit confirm will be like 2300-2500. It's less, but not so much so that necessitates the perfect combo
So for someone who's not a veteran, write out your gameplan on paper. Your anti air, your poke combo, hit confirm, whiff punish. Simple things you can actually do in match
Use those non-stop until you can confidently execute your plan. Then add complexity over time. Spending time in training drives away players who would rather just play, and by deliberately practicing in game you can get great results (example a grappling school that doesn't do drills ever, but has produced world champions recently covered on JoshRichBJJ channel, where practicing concepts is done "in game"). For an example of the gameplan to use, even though it's from sf5, check channel "ceelowe" bronze to diamond guides
Small improvements you can add while playing is the way to go for most players, I've found
Wasn't expecting to see ThePrimeagen on this side of TH-cam
The name is the wakeup DP agen
I really appreciate the advice with regards to training mode. It's sort of reassuring to hear that even top players need to spend a lot of time refining combos and execution, I've spent most of my time in FGs in training, and while i'm a bit of a coward when it comes to actually going online, it's nice to hear all that time is actually building to something.
Great video!
I love how most of these questions also apply to other games like Guilty Gear Strive! I'm gonna use put these in action.
Most of this applies to all fighting games
Brian, a huge issue with queuing in training mode is how the game partially freezes or eats inputs while trying to connect a match.
Oh man, I find this so annoying. It kind of makes the training mode borderline unusable for me when matchmaking. Half the time, the game is trying to connect me to a game which for some reason kills a lot of buttons. I'm guessing maybe because Brian is in Master league and matchmaking is slower (fewer players)? If you are at lower leagues the frequent matchmaking (and input freezes while trying to connect) means sometimes I can't even get a full combo in.
@@BrotherCheng Yes, it takes less than a minute to match in Diamond Shop half the time you can't really train
Yeah his advice makes more sense at higher ranks where you'll be in training longer between matches. I'm high plat and I can barely get through a single combo before the next match comes up
@@KaptainKlein actually I wonder if it depends on your location and internet connection as well. In a way it’s not a big deal. Just turn off matchmaking, get a few combo, then turn it on again. It’s just annoying, especially when the game could have just not eat my inputs during the connection phase.
still better than doing nothing
I’m so glad I watched the entirety of this video. I would have asked how to make “good” decisions and what defines “good decisions” when forming a strategy. While it wasn’t directly addressed, the combination of questions and answers given helped shape an answer for my question anyway. Thanks for putting out good fgc based content!
Thank you for making this video. I wanted to ask a question but was too shy. Next time I will ask my question!
Good advice for doing wake up super is do the motion input, hold the last direction, for example hold forward after double quarter circle or half circle forward, then hit the attack button as early as 5f before you actually wake up
17:02 Hahaha, that chat "throw in sf6 have a clean visible animation, and alot of frame to tech" - and then right into the juri throw XD
IDK if Brian reads his YT comments. But thanks for the suggestion about replays. Specifically to watch them outside of the game. I genuinely get super bored watching my replays (even if they're wins) because I feel like I should be playing instead. Maybe it's because I know a game is only a menu scroll away.
I'll make sure to record and watch on a private TH-cam video next time.
One "issue" with wakeup super is Overdrive specials are prioritized over supers in input recognition. This means that if you have an eligible OD move that overlaps with the super input and you try the old-school piano method to ensure you get your super out, you will get the OD move instead. For example, if you are Guile trying to do wakeup LV1 Sonic Hurricane, and you piano the punches, you will get wakeup OD Sonic Boom (which has no invincibility) instead. If you're Ryu and you try to piano wakeup LV3 you will get OD Donkey Kick, if you're Luke and you try to piano wakeup LV2 you will get OD Flash Knuckle, etc. If you tried this against a meaty attack, you would see "Reversal" and immediately get hit, probably without even seeing the OD move start up.
Street Fighter 4 questions... "Yo what's the best Ibuki or Evil Ryu combo?"
Street Fighter 6 questions... "How does this line of code run?" lol
This video right here is why I subbed years ago. This man helps to level-up the FGC en masse.
Feel like My street fighter IQ just went up 20 points from watching this. Thanks Brian!
dude, the drills you ran through are super fun and im already getting better. thanks for the great video my guy
I found that if the game is laggy you don’t feel the lag but you get inputs not coming out frame perfect and during drive rush the screen freeze and loss of inputs is much worse then normal. Also for some reason when it’s laggy during the opponents drive rush it can not read the second last input and register the last input. So you can get odd ball jumps or not blocking when you clearly see the arrow shows you blocked
This doesn’t happen in training mode so I chalk it up to lag
This was really informative, you basically answered my biggest questions about the game. Especially about cross ups; I never know what to do against them (I can block them but it's not putting me in a good position), but since I play Chun, I can just air throw. It's what I'm doing to keep my opponents in the corner already, shouldn't be too hard to adjust.
If you're getting crossed-up as Chun, late Tensho Kicks will crosscut and beat most cross-ups clean. Lab it in the Training Room and see what you think!
I always go into training mode and practice while waiting for matches. What I really wish Capcom would implement is being able to access your replays from training mode.
DR screen freeze is a pain. I shouldn't have to adjust my input after making the right decision just because they DR. Even my parries turn into kicks when people DR
I love the term "wish" punish such a good way to describe it
A great way to overcome plateaus is to keep a list of things you’re still yet to learn. Watching my own replays, while beneficial, is super boring for me.
If you watch a tourney and someone does some cool stuff, write down what it was with a timestamped link.
Then when you feel stuck, you can just bring up the list and try to learn something new. For me it worked wonders and made it much easier to find motivation to get better, because I already did the work of noting down what I need to improve on.
12:28 another resource for this question that I cannot recommend enough is the Juicebox footsies video.
I'm sure this will get buried in the comments since this was from months ago, but that 23636 joke in the thumbnail for no wakeup super made me laugh harder than I had in a while, thank you so much for that lmao
I could dp on wake-up every single time in SFV, but I can NEVER do it in 6. I either get EX fireball ir nithing at all (I get hit, and it’s not a counter hit). Mind you I mostly don’t have a problem with using dp in combos or anti-airs, it just doesn’t come out when waking up.
While Brian is right that my inputs are probably sloppy in one way, I feel like it’s weird this problem occurs to me in SF6, and only in SF6. ( I can also do wake-up dp in SF4, KOFXV, DBZF, Strive etc. )
Yeah, it actually might just be the sloppy input. Or maybe, imo, timing.
As someone who is having a hard time with doing supers on wake-up, I will tell you with almost 100% certainty it's a timing issue. This is going to be a problem with almost every single new game that comes out.
Thank you so much for this. I've been frustrated so many times, and this whole time it's been because you have to hit a diagonal.
For the topic of balance patches, one big one per year and a small one after every new character
Ngl i have always wanted to practice in-between matches.. it always cancelled when I qued matchmaking from main menu and tried to go training which is kinda dumb tbh. Thank you for this!
I recently switched from stick to hitbox, and the fact that diagonals are required for motion inputs royally fucked me up for a while. I'm finally getting the hang of it. The most problematic motion inputs were the ones where I'd be holding down (for example to land low attacks) and then try to go forward or back into a motion. I was STICKING the forward input and consequently letting off the down input too fast. Like my inputs were too staccato, fast, and stringent. I decided to slow down my motions and make them almost a lazy glide, and now I hit them almost all the time. Hitbox can give you reaction speeds and input times that are almost machine-like, and I find accuracy suffers because of this. Things are better once you slow down to what the input buffer believes is more human. Lazily gliding from down to forward allows the diagonal to be recognized whereas trying to "stick" down to forward as if you're keying numbers into a numpad won't work. You'll just get cardinal directions.
7:42 My warmup is training mode - grind some things out - simple settings standard cpu battle - then ranked/casual
My regular man analysis on the buffer question : When a game reads 214/6 P as DP, i don't wanna question the rest of the engine.
My ideal fighting game would show the replay Right After The Match, and pinpoint - what you could have done better.
Post match screen is just a whole bunch of unused space anyway.
5:15 I think with the reversal timing, it may be referring more to charge characters waking up with an invincible flash kick. If you input the 2-KK during the screen freeze, at least in my experience, the input may be eaten and you won't do anything.
definitely had more trouble waking up with guile than in any other street fighter before this one
trying to go from block to DP with cammy brings out super alot, i even see punk do this fairly regularly
I think the wakeup complaints are probably due to people not being used to the wakeup timing on different stuff. I can say personally that I found I had to learn the different timings against characters because you just don't know when you are getting knocked down without experience. In a lot of other games, many knockdowns are super obvious sweep levels of length where you can easily react and it's about finding the window where SF you have knockdowns that might even be hard to react to
Brian F regarding Ed: Whack vine
24:31 gotcha
Holy shit oro theme playing btw. That is nice. Nice
Looks like the input issue is legitimate. Kudos for Brian for providing alternatives as solutions though it's still something capcom need to resolve.
Be careful. Backdash to escape a throw loop won't work against Marisa and Zangief due to their default longer grab range. :( I know... Unfair decision, especially in marisa's case that is too OP.
QUESTION FOR YOUR NEXT Q&A - What changes/additions would you apply to Ryu to make him competition worthy for, right now, he is more or less a scaled-back Ken but with stronger projectiles, and he hasn't been relevant since vanilla SF4?
I believe Ryu needs to act as the true opposite of Ken for where Ken's focus is on Offense and Suppression, Ryu needs to be the ultimate character on Counter Attacks and Opening Defense. I believe taking inspiration from other fighting games such as Virtua Fighter's Akira Yuki is the perfect blue-print for countering, opening and breaking defence to unleash a crippling blow for follow-thru and enders. If Capcom includes that type of toolset, plus restore Ryu's invincible Dragon Punch from the original SF2, make his default overhead connect into a combo, re-look his Denji attacks so it makes more sense, fix his hit and collision boxes so he doesn't get hit out of thin air, adjust certain attack animations so it won't be too readable like how Ken's are harder to read even though they have the same number of animations as Ryu, and change his ariel tatsu to make it more attack worthy like in Super SF2, it will all help to make Ryu a force to be reckoned with against the OP characters in the game whilst still be hard (but highly rewarding) to learn. High learning curve but very high rewards for the effort, ala Akira Yuki.
Looking forward to your thoughts. I hope you know Virtua Fighter's Akira for a stronger understanding of what I am talking about.
I seem to struggle with wake up reversals and wake up supers. Unlike SFV you can just mash but in SF6 you have to time it right, pretty sure the developers intended it that way.
I’m mentally hamstringing myself all the time when it comes to this game. Nice to hear that I’m doing it to a worse degree than I thought I was.
This video scared me for a moment, I was playing persona 3 on my Switch while watching, then I went to the dorms and the music was doubled from the video and the game XD.
I love the Iwatodai Dorm music. More people should use it. So chill.
I find this to be an excellent video format. The voting system worked very well and the questions were well thought out. It was a great watch the whole way through.
Glad my mustache question made the cut.
The diagonal requirement change feels like it was specifically intended to fuck with hitbox/mixbox users
NGL, it ruins my shit so often XD
Lmao I’m one of the people that would go “why can’t I wake up super”. I play on ps4 d-pad and for some reason when I just knew it would hit, it wouldn’t come out.
I just opted for churning butter on the analog stick, ready to react with instead.
Once I learned delayed OS throw tech .... Throw teching became pretty easy BUT it loses to shimmy.
Shoutout to that one coney fan in the intro
FELLAS
Between Brian, Sajam and Diaphone, I feel so enriched as an SF6 player
In the throw loops question, some guy in chat is like "In SF6 throws have clean animations and lots of frames to tech". Buddy, five-sixtiesthsths of a second isn't lots of time for an average person.
5f is just the startup, you have something like 3x that to actually tech. Still not exactly what I would consider enough time to both identify and react to, but pretty reasonably reactable if you're specifically looking for a throw.
What a fantastic video. This is such good content and it teaches real lessons!
me, personally, i have problems with wake up inputs in general, not only supers, also reversals, mainly cuz the wake up animation of the characters imo does not match the actual wake up, the character animation is still going but the character is already up and ready to get meaty or throwed or mixed o to do a reversal, not only that, also (im new to SF series so idk if this is intentional) Why there's so many different wake ups timings? some times i get a hard knock down, and my wake up has one timing that does not match the animation, some other times i get Hard knock down again but with different interaction (for example air to air) and the wake up timing is different and AGAIN the animation does not mach the actual action, is this gonna be patched some time in the future or is tradition to have fancy wake up animations that are longer than the actual wake up?
Some wakeup animations are different because you can manually wake up when touching the ground by pressing 2 buttons (I think that's the input). You can do a backwards wake up, a fast wake up or just do nothing and have the slow wake up animation. Your character's hurtbox does become active BEFORE the animation is fully done yes. This is intended. You just have to know the timing (especially if you're the one having to do a meaty).
i know about the landing tech, i usually don't use it if im about to hit my corner but i know that exist, even tho i don't know what triggers it so usually im not ready for the tech anyways, aside from that, how many hard knock down animations are there? all of them have different timings? and wich interactions trigger each? this is not on the tutorial or the guides i being checking... (or at least i could not find them) jesus this game is full of obscure stuff that i need to actively look for to even notice that exist... and then to test it, is a really fun game but as a new comer to SF series it has been a very hard and counter intuitive experience for me so far, i being playing since launch and im barely starting to scratch the timings in some basic link combos 😓
@@armoredsquirrel946 For the hard knockdowns I'd say that there is only one timing but maybe there are two. I didn't check if you can do a fast wakeup on a hard knockdown.
Timings are not explained in tutorials because, well, it's just some timings to learn. Same with links. For links you can often kinda mash the input if the link isn't too tight and it will work.
Howdy Mr. Brian_F I have a question along the same lines of overcoming the plateau. I hit Gold recently and and am still able to win relatively consistently, but I suspect I'm about to hit a wall. If I'm still able to win should I keep doing what I'm doing or is it time to hit the lab to get ahead of the plateau? Is there any concern that as a player that's still improving that I'll lock myself into bad habits by doing this?
IMO keep a balanced diet that always has 10-30% lab. Lab whatever your biggest problem is. Replays if you don't know what that is.
This was one of the best videos I've seen from this channel
Love the thumbnail haha
Who wants a blimp? Danhausen! (Truthfully, yeah I don't know). I'm going to make sure I remember the up jump to get out of throw loops.
Here’s a weird JP question:
JP’s standing heavy punch and crouching heavy punch both do 800 damage. They are also both cancelable. But:
if I cancel STANDING heavy punch into q.c.f. medium punch
why does it do less damage than
if I cancel CROUCHING heavy punch into q.c.f. medium punch.
Both are registered as 3-hit combos by the game. For some reason though, the game applies 80% damage scaling to the second and third hits in the standing combo, but applies no damage scaling to the second and third hits in the crouching one. The end result is that the standing combo does 1760 damage, while the crouching one does an even 2000. What’s going on here?
I think it probably cause Standing Heavy Punch is one of few normal you can juggle in the air without drive rush, so that maybe that the reason.
As JP is jump back air throw or jump back jab better to beat cross-ups?
On the closing comments of drive rush Juri.
Ive felt that to with her gameplan. I love Juri, but i was like...i need something else to spice up the fun. So i picked up Dhalsim and he is much more fun for me because i have to be on my toes for ALOT of stuff.
Fwiw dr will actually eat single inputs, at least directionals. If you jump during screen freeze you will simply do nothing.
Brian should use "What's up with that?" when doing a fun rant (giggles)😹
Like, "Someone always gets a lump of coal during Christmas. What's up with that?"🎄
Or "Someone whiffs a DP and immediately does it again. What's up with that?" 😹
Can you add the link to the input engine somewhere
It is there if you refresh, apologies.
@@BrainGeniusEditor Hey man, can you also link the the original reddit post for this video? I cannot find it
@@YouAlreadyKnowBabi www.reddit.com/r/StreetFighter/comments/15peew3/answering_your_street_fighter_6_questions/
I play gief and I struggle with people jumping when they have me in the corner. I almost always whiff. I know Imm trash but I don’t know if air spd counters that. I’m going to do some practice tomorrow
imho input buffer should also freeze when the game freezes, I hate to death missing the PP punish because the first hit didn't come out
Always nice to see a Reddit player get humbled.
What's a Rabbit player😮
@@user-ne4bj6nt8zReddit player
@@dedzOw69 answer please
who are you talking about?
I agree
Thanks for explaining a lot of issues new players are facing in FGs :).
For me wakeup actions/setups are such a mystery, like I don't understand when I wanna wake up with the back roll for example, when do I press the buttons, tutorial says right when I'm hitting the ground, and if I press LP+LK am I throw teching and back rolling at the same time or just rolling?
Another problem for me is understanding the wakeup timing, how do I know that timing is perfect to press a button, I feel it is really hard to learn as a new player because there is a ton of characters and tons of interactions of what move beats what, so I don't get the chance to understand if I was beaten on wake up because of timing, or because his button beats my because of frame data or I just guessed wrong?
With the timing to quick rise just mash Nd you can tell if you got beat by looking for counter hit and reversal screen, if you got your special move out with the right timing it should say reversal and counter hit if you get any attack beat
Training mode addresses all of this. You can very easily set the dummy to do any action after hit, block, on wakeup, etc. This lets you see which of your moves beat your opponents' in any given situation. You can even set delay frames so they don't press it on frame 1. Couple that with the dummy record function, and you can practice almost anything.
You can set one action to lab it and learn the timing, and the dummy can also randomize between multiple actions so you can practice reacting to them in real-time.
_For example:_
*To practice wakeup timing:* Record the dummy throwing you, then doing a meaty normal. To make sure it's proper, tight pressure, play it back, and mash jab as you recover from the throw. If you get hit by the meaty and it says "Counter Hit", then you know the dummy recording is solid. Then, practice timing an invincible reversal or Super to go through that on frame 1 of wakeup.
*To practice timing while applying pressure:* Set the dummy to jab on wakeup, then throw or knock them down in the corner. When they wakeup jab, figure out the timing to interrupt that with a Counter Hit, without you getting hit. This could be done with a meaty attack that you press a couple frames early so the hurtbox is inside your opponent on frame 1 of wakeup.
Also, don't let all this sound daunting. It's all right there and it's super-convenient to use the features. Try it! When you improve noticeably and play way better in matches, it'll all be worth it.
@@ryo-kai8587 thank you very much, this is an amazing info for me!
Just a quick FYI, the link to the Input Engine details isn't on the description.
Fixed! I may have pasted over it...
23:10 thanks for the new optimal combo that i will use
Would pay a lot of money for a comprehensive training guide. How to take situations from replays and make training scenarios etc.
I know James Chen did an in depth video about it, I think Brian did too! If you haven't already watched them, they may be worth a shot!
I wanted the TMNT blimp as a kid. Lol I asked one of those Santas at the store for one and he gave me something random. I was bummed. 😂😂😂
reddit is great for QAs, some great info here thx!
i always appreciate the persona music in the background
Hey Brian, big fan here. A question, how can I make people stop from neutral jumping after waking up? I play Lily and it seems hard for me to find an option to make them stop. Can you help please? Thanks!
I was relatively new to street fighter and I just put myself in training room or 1v1 against the cpu from lvl 5 to 8. Got my ass beat but the cpu really trains you for what’s to come from people. Just not at the rate or tendency that online players do
I have issues with wakeup inputs, way more than I've experienced in other games, but if the input stuff is the same maybe I'm just panicking. I will be reading that document linked for sure, maybe I'm doing something stupid I'm unaware of.
I may also be messy with inputs but generally that's not an issue in any scenario besides wakeup, I don't have any other complaints. And I have drilled the wake up timing in training, and will continue to, of course.
Really good video I just reached master rank with my Dee jay
you are a natural teacher, boy
I definitely should queue ranked from training instead of Bh. I need to stay fresh.
"Input priority: Taunt > OD > SA > drive impact > throw > drive parry > 360 > DP > QC > HC > command normals > normals"
What? Why?
Wdym "Why" ??
Because. And the fact that OD has more priority than SA is a blessing.
This is a great video, thank you!
Thatsmeinthecorner user in the thumbnail. That’s
Pretty funny. That’s me in the spot too
25:17 mhm
25:30 yeah i need to start doing that too for when people cross me up. Start applying stuff like that this way yeah. This is one tip i needed now lol ty. Ty
Can I get the list of songs used in this video?
Hi Brian, thank you for this vid!, very helpful. I got a question, does command grabs beats throws?, the other day a Zangief did pile driver and i'm pretty sure that i did throw on wakeup.
Just make raw DR 3 bars as DR during combos, in order to make you think twice about using it, because you will be in burnout in two failed tries.
In my opinion, this would make the match more exciting from an spectator perspective because when a player finally decides to use raw DR (costing 3 bars) it will MATTER, instead of being like the bread and butter of a match.
That's the only change I would like for the game, before any buffs and nerfs on characters.
But if we want to go that far, I would only make one nerf: JP is THE ONLY character whose target combo is plus after the last hit, which I think it's pretty unfair. Any other character whose target combo is blocked is screwed except JP.
I learned so much from watching this
I wonder if the input thing is intentional or if it needs to be fixed
I wish the game accepted the ⬇️➡️⬇️➡️ input for a super. I play on a xbox pad and sometimes it just don't register a diagonal and it drops, it's a bit annoying
i swear to God wether reversals come out or not is random
skill issue ?
honestly there is a severe problem with wake up super or reversal timing.
Serial killer mustache is back lol
Trying to touch Jp is dangerous wym lol
I think it would be cool to see more high level Tekken 7 players do stuff like this. That game is brain melting if you’re trying to get past the stage of mashing buttons and nothing else.
Also please link your music
PhiDX and Kwiss, in my opinion, are the best when it comes to vocalizing their intentions and decisions in game.
thanks for these videos Brian. Personally, it helps me a lot since I use JP and it is very difficult to handle it well... little by little we are going 💪
Fantastic video!
Thank you Brain 👍