Serious comment: I love the way you talk about win conditions. It really made me understand characters and everything about actually playing the game so much more. It made me go from “omg ram is so stupid” to “what I actually need to be doing is not getting pushed to the corner by fS or H shoot in neutral so I can avoid the corner situation all together” trying to fight the win conditions is a losing strategy!
But then there is Leo, you try to meaty him and he does wake up H DP into his back turn/win condition. Which I think is the stupidest thing in the entire game. Even more than Sol’s H DP doing 30% bc while that is dumb too half the time you are getting hard combo’d anyways. Leo is just like “my turn to win”
@@sweetshoez when I notice that people like to wake up dp, I start grabbing them on their wake up. Grab beats dp. Once you get them scared of the throw, then you can start going for meaties again and shenanigans you like to do
@@BigBlackBrony yeah man I know but the risk reward is so off. If you’re right you get a throw, if they back dash you get counter hit combo’d. Sure that’s the game in general but only Leo has the ability to DP into a win condition that’s just dumb, plus he has the defense, guts, and weight to actually take risks (not to mention RC and burst). It’s not like the DP just gets you off of him, it gives him his best case oki. Imagine if millia had a DP that lead into perfect disk oki. That’s just dumb you didn’t even open the other person up and you got your win condition
You can react to single bt.k meaning oh or bt.k into bt.p (just fast two hits) into keep blocking low, then when u see bt.s (the cross) wait for overhead cause thats the only next cancel option. After blocking oh you can almost always mash except for 214s and 236s. The big overhead can be mashed the crossup can be thrown fb leaves u far. After that u gotta adapt to the leo cause 236s and 214s both punishable ob. You can also fuzzy throw during non bt stance to throw crossup and 6H which is also threatening. Obv these arent catchall tips, just basic
@@cctz_1 that's a serious reduction of how oppressive Stance offense is, you are also forgetting command grab. bt.P can be jump canceled into fast overhead If we do bt.S and you're immediately trying to stand block for overhead, stance cancel into 2K will murder you And even without stance cancels all buttons go into bt.D so in delayed pressure when you think you can mash you get hit by the Shield. Point being, YOU CANNOT react to Stance offense You have to be predictive and guess. It's a high/low, left/right, strike/throw 6 way mix.
@@Time2GoHam1995 ofc, as in all situations there’s never a catch all. You gotta have some idea of a read. I personally jump back after blocking oh and either airdash jk into combo to punish some stuff or j.d (i play leo) but jump gets caught by volcano.
@@alexdalyin9105 i think what’s reductive is not learning any anti tech. Im willing to bet 90% of leo players dont do allat stuff cause ppl havent bothered to learn how to block the basic mix… even in celestial!! It was like this for rev2 as well leo had so much mix potential but ppl would give up on defense even at hi lvl (and look to beat him in neutral/rush his ass down) that any higher tech could never be utilised. For bt,p it has the same thing as k btw u jus wait for a gap and then block high, which ofc can be baited by just delaying a bt.k. If youre mashing/jumping/on the lookout after blocking bt.s or h then its not hard to avoid cmd grab but i still dont they shouldve given him one lol. Ultimately a leo can’t do all those things at the same time everytime, he still has insane mix but there’s always a way to defend it and it is possible to react to parts of the pressure. Having the most basic knowledge is better than telling ppl to just guess and win in neutral
hey LK i saw your evo run and it was amazing i loved every match and you did so well you inspire me to really give millia my all i also really think shes really good I watch every video you post I love your stuff hope you reach even greater heights !
It's funny that you bring up relying more heavily on resetting the situation because I feel like I have the OPPOSITE problem. I've trained myself to almost never mash and I have to rewire my brain and lab the situations where I should be/have to be "guessing" or just not let people get away with that fake shit on me
This is what ive been looking for. Especially for my nago vs gio or even millia. This just confirms to me that defense is more about foresight than reaction. Should read your opponent more than react
dude congrats on the win! I've been watching you for a long time and it's so satisfying to see you achieve your goals and do well in something that makes you happy.
not gonna lie, faultess defense usage seems pretty complicated in this game. like i was reading this old GG article and they said something like do FD at the beginning of an opponent's blockstring and try to instant block the end. i do the FD at the beginning thing, but half the time i don't even know what i'm looking for. but for this game, you gotta FD specific parts of an opponent's blockstring in order to make a gap exist then react to it in a timely fashion. i've played a lot of matches and rarely do people actually do FD, but at the same time i can see how powerful it is since as a gio player it does push her out if she's not careful with her stubby normals. so yeah, ram has that gap, but i suppose i gotta lab to find other specific scenarios to make use of FD vs other characters. cool video.
Thank you a ton for this video! I can pressure people all day, but as soon as I am pressured, I throw the round. These videos have helped me more than you know, I appreciate it friend!
Also, Potemkin can escape some stuff via backwards Mega Fist thanks to the fact that he basically tucks his legs in as he rises, meaning he's effectively much higher immediately when compared to his jump.
Using movement to escape situations is definitely something that's under used by a lot of players. A video about how to maneuver around the screen and avoid your opponent's advantageous angles and ranges would be great.
1. Burst when the burst would throw the opponent into the corner; 2. Burst when the opponent uses RRC, but wait for the first hit after the shockwave to bait burst baits; 3. Burst charged dust combos as they do 40%+, again wait for the first hit in air to bait burst baits. My 2 cents ;)
With regards to blocking: Step 1) Don't Step 2) Hold back, but not down back. You still want to give the opponent a sporting chance, after all Step 3) Make sure you FD every hit of the string, so you waste as much meter as possible before countering Step 4) Always return to a neutral state completely before attempting a Just Defend, so you can be properly punished if you mistime it Step 5) Blame the netcode, Daisuke, Sol, and/or your neighbors when you get hit Final Step) Rematch
Reduces your air hurtbox, I’m guessing. FD used to be needed for fuzzy jumping cuz you couldn’t block grounded shit in the air, so it could be a muscle memory thing for LK
man i love this vid honestly love the way you think out this game i personally am like that without your expertise one thing id like to see you make a vid of is how to get better or lvl up in general for high/ inter players things thatll help improve those players maximize time and also feel progress while doing your suggestions i think youd be able to make this type of vid fully fleshed out
This was very helpful, thank you. However, is there any chance that you could increase the volume on your mic a bit? Sometimes it's hard to hear you in your videos.
Pay attention to how she knocks you down so you can get a grasp of what she can do. Also burst when she knocks you down with sweep and she is close-ish. She is too hard to block
@@sola7099 She doesnt get H disc free-- as in, only certain moves after H disc (namely falling j.K) will beat simple defensive options like jumping out or challenging with 5p or antiairs. The situation is different for every character and Millia has a few other tricks off of throw without needing H disc, but its generally much easier to defend.,
Is there shorthand for when you would recommend to FD and when you would definitely recommend not to FD? Because short of memorizing everyone's moves, I can't tell when I'm actually going to get that pushback or not. The biggest example of course is Sol's f.S, which apparently moves him forward enough to negate FD's pushback, but other characters have moves that look like they move them forward and still get pushed back.
Sol far slash is important to FD because even though a follow up fS would reach, it affects his position on 5H (which doesn't advance) and other normals like 2k, 5k etc. Watch me vs DEB or RED and you'll see what I mean. I made a vid with recommendations on what to FD in general but I would say jump ins (pushes the opponent farther and there is landing recovery so they would have to compensate) and lights are a good place to start.
The "fuzzy" part is a timing thing, because if you just immediately jump after 5k 2K, while it will beat the two alpha blades and the command grab, it will lose to the sweep follow up (5k, 2K, 2D). So the goal is to slightly delay your jump so that it will still beat the three options i mentioned first, but if he does the sweep instead you will already be in block stun and the jump just won't come out. Chip can do things to call out a specific timing like this like a delayed rekka but the point is to cover as many options as possible with one defensive timing.
What i learned YRC Meter Recovery Not all cars hafe closeslahs with +??? Walk out of the Corner Air Move 5K2K Jumpout!! Could you make the videos shorter with jumps to the essential parts? and make parts with explanations?
Yes they don't but you have to keep in mind gattling options. Like ky's c.S has all these options 6P, f.S, 2S, 5H, 2H, 5D, 2D(6k and 6h are gattlings as well but they are not safe because of start up). So sure kys c.S is -2 but once he cancles recovery into another move it doesn't matter right.
Defense in this game sucks and at high levels there are characters that force you to guess directly once they start to play their offensive game, Leo is one of them. It is disgusting to see how you were destroyed by SonicFox and the feeling of helplessness that even the professionals have against that character. I don't know if you've ever complained about the defensive options of the game but if we want it to be a better game we have to.
You do realize you're posting this on a Millia player's channel, right? LK is well aware that sometimes defending in this game means you just have to guess. That's how fighting games work. If you couldn't ever force people to guess on defense, GO1 would be literally unbeatable.
@@LordKnightfgc I see... you just don't want to be part of the "wave of negativity" around the game. What is at the eyesight does not need glasses. I reiterate that it is disgusting to see you lose that way being such a decent player, you can criticize the game without looking like a hater of it but to be honest, that work is already being done by other players, whether casual or competitive.
Pointless video, no blitz attack means you are free to guard as you see fit. Throws are mitgateable just using FD against the right attacks. Win conditions are boring self enforced doctrine. The only reason they're visible in strive is a lack of overall options. The most exciting way to do things is set ups off *Trades* sadly interacting like that is unprecedented because of aerial mobility changes.
Serious comment: I love the way you talk about win conditions. It really made me understand characters and everything about actually playing the game so much more. It made me go from “omg ram is so stupid” to “what I actually need to be doing is not getting pushed to the corner by fS or H shoot in neutral so I can avoid the corner situation all together” trying to fight the win conditions is a losing strategy!
But then there is Leo, you try to meaty him and he does wake up H DP into his back turn/win condition. Which I think is the stupidest thing in the entire game. Even more than Sol’s H DP doing 30% bc while that is dumb too half the time you are getting hard combo’d anyways. Leo is just like “my turn to win”
@@sweetshoez when I notice that people like to wake up dp, I start grabbing them on their wake up. Grab beats dp. Once you get them scared of the throw, then you can start going for meaties again and shenanigans you like to do
@@sweetshoez how does Leo get into back turn off of DP? i don't doubt that he can i just don't know all his options for getting into back turn
@@BigBlackBrony yeah man I know but the risk reward is so off. If you’re right you get a throw, if they back dash you get counter hit combo’d. Sure that’s the game in general but only Leo has the ability to DP into a win condition that’s just dumb, plus he has the defense, guts, and weight to actually take risks (not to mention RC and burst). It’s not like the DP just gets you off of him, it gives him his best case oki. Imagine if millia had a DP that lead into perfect disk oki. That’s just dumb you didn’t even open the other person up and you got your win condition
@@Skeloleks811 you just whiff the run through move and cross it up while the opponent is on the ground
Isn't this the 4th game you've gotten a top 8 at evo? That's like legend shit.
4th game, with 3 2nd places & now a top 4!
Congrats on 4th at evo NA. That's very impressive.
Congratz on your evo run! You played great and it was so much fun to watch you
How to block Leo: Just guess right bro 4Head (this may apply to every characther)
You can react to single bt.k meaning oh or bt.k into bt.p (just fast two hits) into keep blocking low, then when u see bt.s (the cross) wait for overhead cause thats the only next cancel option. After blocking oh you can almost always mash except for 214s and 236s. The big overhead can be mashed the crossup can be thrown fb leaves u far. After that u gotta adapt to the leo cause 236s and 214s both punishable ob. You can also fuzzy throw during non bt stance to throw crossup and 6H which is also threatening. Obv these arent catchall tips, just basic
@@cctz_1 Mashing after blocking bt overhead can also be risky since he can stance cancel it and it’s +6 on block when stance canceled.
@@cctz_1 that's a serious reduction of how oppressive Stance offense is, you are also forgetting command grab.
bt.P can be jump canceled into fast overhead
If we do bt.S and you're immediately trying to stand block for overhead, stance cancel into 2K will murder you
And even without stance cancels all buttons go into bt.D so in delayed pressure when you think you can mash you get hit by the Shield.
Point being, YOU CANNOT react to Stance offense You have to be predictive and guess. It's a high/low, left/right, strike/throw 6 way mix.
@@Time2GoHam1995 ofc, as in all situations there’s never a catch all. You gotta have some idea of a read. I personally jump back after blocking oh and either airdash jk into combo to punish some stuff or j.d (i play leo) but jump gets caught by volcano.
@@alexdalyin9105 i think what’s reductive is not learning any anti tech. Im willing to bet 90% of leo players dont do allat stuff cause ppl havent bothered to learn how to block the basic mix… even in celestial!! It was like this for rev2 as well leo had so much mix potential but ppl would give up on defense even at hi lvl (and look to beat him in neutral/rush his ass down) that any higher tech could never be utilised. For bt,p it has the same thing as k btw u jus wait for a gap and then block high, which ofc can be baited by just delaying a bt.k. If youre mashing/jumping/on the lookout after blocking bt.s or h then its not hard to avoid cmd grab but i still dont they shouldve given him one lol. Ultimately a leo can’t do all those things at the same time everytime, he still has insane mix but there’s always a way to defend it and it is possible to react to parts of the pressure. Having the most basic knowledge is better than telling ppl to just guess and win in neutral
hey LK i saw your evo run and it was amazing i loved every match and you did so well you inspire me to really give millia my all i also really think shes really good I watch every video you post I love your stuff hope you reach even greater heights !
The set vs sonic fox gave me depression lol
It's funny that you bring up relying more heavily on resetting the situation because I feel like I have the OPPOSITE problem. I've trained myself to almost never mash and I have to rewire my brain and lab the situations where I should be/have to be "guessing" or just not let people get away with that fake shit on me
I had that problem before, it's tough to actually make yourself mash after choosing to never do it for a while ;;
Rams thighs jiggling puts me at max risk guage
FAX
This is what ive been looking for. Especially for my nago vs gio or even millia. This just confirms to me that defense is more about foresight than reaction. Should read your opponent more than react
dude congrats on the win! I've been watching you for a long time and it's so satisfying to see you achieve your goals and do well in something that makes you happy.
not gonna lie, faultess defense usage seems pretty complicated in this game. like i was reading this old GG article and they said something like do FD at the beginning of an opponent's blockstring and try to instant block the end. i do the FD at the beginning thing, but half the time i don't even know what i'm looking for. but for this game, you gotta FD specific parts of an opponent's blockstring in order to make a gap exist then react to it in a timely fashion.
i've played a lot of matches and rarely do people actually do FD, but at the same time i can see how powerful it is since as a gio player it does push her out if she's not careful with her stubby normals. so yeah, ram has that gap, but i suppose i gotta lab to find other specific scenarios to make use of FD vs other characters. cool video.
Thank you a ton for this video! I can pressure people all day, but as soon as I am pressured, I throw the round. These videos have helped me more than you know, I appreciate it friend!
Trying to "win" the situation is my biggest flaw in fighting games. Really trying to kick that mindset.
Also, Potemkin can escape some stuff via backwards Mega Fist thanks to the fact that he basically tucks his legs in as he rises, meaning he's effectively much higher immediately when compared to his jump.
FDing Chipp's J2K just saved me quite a few headaches. Always tried to just guard or anti air because it just barely works. Much appreciated.
im glad i found this. my defense has been really lacking so i want to improve.
me taking notes, i will sneak by heavens bouncers one of these days great vids as always LK 10f residents rise UP!?!
Keep on man! 10th floor peeps don’t get discouraged by getting bounced out of heaven, or even 10F either 👌🏼 remember, play to improve, not to win 🙏🏼
careful bro they dont mess around up here
i didn't realize how much I went for swinging back to get out of pressure this video helps alot
6:50 Off it goes 25% off your meter with one move that's plus on block
Using movement to escape situations is definitely something that's under used by a lot of players. A video about how to maneuver around the screen and avoid your opponent's advantageous angles and ranges would be great.
had no idea yrc took that long to recover meter gain from!
Thanks this is actually really useful advice. Especially the last part!
Glad it was helpful!
great vid thanks! i really dont have a grasp of some concepts including FD.
I dont understand how people choos a spot in a string to burst/
1. Burst when the burst would throw the opponent into the corner;
2. Burst when the opponent uses RRC, but wait for the first hit after the shockwave to bait burst baits;
3. Burst charged dust combos as they do 40%+, again wait for the first hit in air to bait burst baits.
My 2 cents ;)
With regards to blocking:
Step 1) Don't
Step 2) Hold back, but not down back. You still want to give the opponent a sporting chance, after all
Step 3) Make sure you FD every hit of the string, so you waste as much meter as possible before countering
Step 4) Always return to a neutral state completely before attempting a Just Defend, so you can be properly punished if you mistime it
Step 5) Blame the netcode, Daisuke, Sol, and/or your neighbors when you get hit
Final Step) Rematch
6:14 Does FD helps with Fuzzy Jumping? If that's the case, then how does it help?
Reduces your air hurtbox, I’m guessing. FD used to be needed for fuzzy jumping cuz you couldn’t block grounded shit in the air, so it could be a muscle memory thing for LK
FD reduces landing lag from air blocking
FD makes you fall faster, maybe it makes you rise faster?
Thanks for these man! Very insightful
man i love this vid honestly love the way you think out this game i personally am like that without your expertise one thing id like to see you make a vid of is how to get better or lvl up in general for high/ inter players things thatll help improve those players maximize time and also feel progress while doing your suggestions i think youd be able to make this type of vid fully fleshed out
or maybe even expanded fundamentals kinda like this vid
EVO top 8 finalist by the way.
Man the last point is so hard to put into my nogging. I'm always trying to find the button that'll get my oponents rectangle to go smaller.
This was very helpful, thank you. However, is there any chance that you could increase the volume on your mic a bit? Sometimes it's hard to hear you in your videos.
What's Lord Knight's outro song called?
Hold back and sometimes forwards
If it wasn't for Sonic Fox's Leo I'm pretty sure you would have won the whole tournament. That seems like a tough matchup for milia
Blocking, the most important thing that no one wants to do
Love your videos - any tips on blocking millia setups?
Pay attention to how she knocks you down so you can get a grasp of what she can do. Also burst when she knocks you down with sweep and she is close-ish. She is too hard to block
@@LordKnightfgc thanks! If she gets a grab does she get a 4 way mix off of top or do I only have to worry about the front?
@@sola7099 She doesnt get H disc free-- as in, only certain moves after H disc (namely falling j.K) will beat simple defensive options like jumping out or challenging with 5p or antiairs. The situation is different for every character and Millia has a few other tricks off of throw without needing H disc, but its generally much easier to defend.,
@@fortidogi8620 if I jump and she hits with jk it’ll still convert right?
@@sola7099 Ill test again when I get home to make sure.
Very helpful, thank you.
Is there any consistent way of avoiding wakeup throw and meaties?
Fuzzy jump. Note they can beat this by delaying their meaty, but then it's no longer a meaty which opens up other responses.
Backdash is also good for avoiding both, as long at they time their meaty late
What is and how do you do a delayed fuzzy jump?
ayo u just helped me alot LK thanks
Great video
Is there shorthand for when you would recommend to FD and when you would definitely recommend not to FD? Because short of memorizing everyone's moves, I can't tell when I'm actually going to get that pushback or not. The biggest example of course is Sol's f.S, which apparently moves him forward enough to negate FD's pushback, but other characters have moves that look like they move them forward and still get pushed back.
Sol far slash is important to FD because even though a follow up fS would reach, it affects his position on 5H (which doesn't advance) and other normals like 2k, 5k etc. Watch me vs DEB or RED and you'll see what I mean.
I made a vid with recommendations on what to FD in general but I would say jump ins (pushes the opponent farther and there is landing recovery so they would have to compensate) and lights are a good place to start.
@@LordKnightfgc What's a "light" in Guilty Gear? Punches and Kicks?
@@gamelord12 Yeah, basically.
great video bro
What makes it a fuzzy jump? Don't I just jump and block with meter when I think the mix up is coming? Or is it more than that
There is a mission on it but I'll do content about it again soon.
The "fuzzy" part is a timing thing, because if you just immediately jump after 5k 2K, while it will beat the two alpha blades and the command grab, it will lose to the sweep follow up (5k, 2K, 2D). So the goal is to slightly delay your jump so that it will still beat the three options i mentioned first, but if he does the sweep instead you will already be in block stun and the jump just won't come out. Chip can do things to call out a specific timing like this like a delayed rekka but the point is to cover as many options as possible with one defensive timing.
Thank you guys. I'll look back into the missions more im like floor 8-9 and need to get better at defence if I'm gonna continue with gold Lewis.
Thank you!
if you wanted to learn about frame data of characters where would you recommend looking?
Dustloop. Not everything for Strive is 100% done, but it has a great overall collection of frame data and hit/hurt box graphics.
Dustloop has alot of information to help.
I third Dustloop!
Thank you so much!
I love you.
the sol players needed this one
What is Faust's win condition?
Command grap into instant overhead low mixups
Get to the point in a match where he can throw multiple items or land a command grab
but I wanna press buttons
what is the song????????
the background song
What i learned
YRC Meter Recovery
Not all cars hafe closeslahs with +???
Walk out of the Corner Air Move
5K2K Jumpout!!
Could you make the videos shorter with jumps to the essential parts? and make parts with explanations?
Yes they don't but you have to keep in mind gattling options. Like ky's c.S has all these options 6P, f.S, 2S, 5H, 2H, 5D, 2D(6k and 6h are gattlings as well but they are not safe because of start up). So sure kys c.S is -2 but once he cancles recovery into another move it doesn't matter right.
If youre blocking youre losing
Tip No.1: BLOCK
Just.
Frame 1? That's craaazy
@@oklimbo You already know lmaooo, the opportunity presented itself, I had to take that opportunity. 😂
…6P
How to block SonicFox: 🤬🤯
Defense in this game sucks and at high levels there are characters that force you to guess directly once they start to play their offensive game, Leo is one of them. It is disgusting to see how you were destroyed by SonicFox and the feeling of helplessness that even the professionals have against that character. I don't know if you've ever complained about the defensive options of the game but if we want it to be a better game we have to.
Have you watched Sonic fox's match vids vs LK? I felt despair watching those. I really really wanted LK to avoid fighting Sonic's Leo.
You do realize you're posting this on a Millia player's channel, right? LK is well aware that sometimes defending in this game means you just have to guess. That's how fighting games work. If you couldn't ever force people to guess on defense, GO1 would be literally unbeatable.
The defensive options are good in the game. I was just too weak.
@@LordKnightfgc I see... you just don't want to be part of the "wave of negativity" around the game. What is at the eyesight does not need glasses. I reiterate that it is disgusting to see you lose that way being such a decent player, you can criticize the game without looking like a hater of it but to be honest, that work is already being done by other players, whether casual or competitive.
@@blastcore5537 bro it's not that deep
Pointless video, no blitz attack means you are free to guard as you see fit. Throws are mitgateable just using FD against the right attacks.
Win conditions are boring self enforced doctrine. The only reason they're visible in strive is a lack of overall options.
The most exciting way to do things is set ups off *Trades* sadly interacting like that is unprecedented because of aerial mobility changes.
Did you get the name Lord Knight from Ragnarok?
Fire emblem
@@LordKnightfgc thanks! Do you stream other games like FE too?