What you're describing in pressure is a similar concept to katame/"the rainbow of sadness" in the old Guilty Gear games. Instead of trying to open them up directly you give them just a little bit of wiggle room and then punish their attempts to escape the corner.
the reason they are not jumping is cus they know punk is good enough to punish those options and then they wil die. so they wait and try to counter however the mental stack in corner is so high that its very hard to play out of stagger cus u might get drive impacted or he might get close enough to throw loop you. the game is very offensive stagger spacing trap pressure also counters drive rush to get out of the counter. Finally because of punish counter = you die the risk of tryinh to take your turn back is high. you people try to take their turn back and punk just kills after
Throw loops have led to some sort of collective brainrot in this game. Most players have no idea how to pressure in the corner without the throw loop RPS.
Very good video , i agree with taking your turn but you dont always need to press a normal poke can use the time to either walk foward or back spacing is key
Kinda irrelevant but I'd advice you to drop the mesh quality to low and texture quality to the highest possible to make the game look better, lower mesh quality is only noticable in the closeup shots of characters faces in the loading screen unlike the low res textures which makes the whole game look muddy
@@AndyLO2 aah okay i see, anyway what i wrote is kind of a workaround for ppl who have low vram and want the game to look as decent as possible with no hit in performance
Yo Marisas 5HP isnt cancellable and is only +1 on block on drive rush what button did you mean? i am a marisa player so wanna abuse anything i can get :)
Drive reversal looks like it's about to get more reliable vs drive rush cancel too I wish I knew more about how to stop strings, even with all the minus frames people I fight seem to have their spacing on point or something. It's impressive, it usually feels like it's not worth pressing up close after they press because they'll know the spacing better than I do. And I do the same. Obviously I do still press sometimes I'm just saying, the negative frames don't feel as important as I expected. Edit - to be clear I don't dislike this. I like that you get pushed out enough that it's not just a math problem. Just wasnt what I thought it was gonna be at first.
If you’re out of range, try walking back to make them whiff. If they walk forward first, you can cr mk to catch them. If they walk back or do nothing, you can walk forward and block or walk forward and button to take space. Hope this helps!
beyond the great in-depth analysis, it's funny how trash and random he thinks japanese ranked players are. there's an old orientalist thing in the fgc where people think japanese players have some special folded 1000 times zen patience. ten seconds of footage from a JP arcade would disabuse you of that notion
What you're describing in pressure is a similar concept to katame/"the rainbow of sadness" in the old Guilty Gear games. Instead of trying to open them up directly you give them just a little bit of wiggle room and then punish their attempts to escape the corner.
This was a great video. You should do more videos with the other observations in his gameplay. Even make a short series out of it.
Like this vid and analysis a lot. Would be good to see more content like this.
Love Drive reversals are getting buffed to, soo it’s the perfect time to learn when to use it
Sick video, I subbed as soon as I heard the onigiri music
the reason they are not jumping is cus they know punk is good enough to punish those options and then they wil die. so they wait and try to counter however the mental stack in corner is so high that its very hard to play out of stagger cus u might get drive impacted or he might get close enough to throw loop you. the game is very offensive stagger spacing trap pressure also counters drive rush to get out of the counter. Finally because of punish counter = you die the risk of tryinh to take your turn back is high. you people try to take their turn back and punk just kills after
Great content and insight, I'll try to implement it
Throw loops have led to some sort of collective brainrot in this game. Most players have no idea how to pressure in the corner without the throw loop RPS.
great video Andy
this same effort,. buut make it 10 minutes, youtube likes it more
Very good video , i agree with taking your turn but you dont always need to press a normal poke can use the time to either walk foward or back spacing is key
Kinda irrelevant but I'd advice you to drop the mesh quality to low and texture quality to the highest possible to make the game look better, lower mesh quality is only noticable in the closeup shots of characters faces in the loading screen unlike the low res textures which makes the whole game look muddy
The super low res clips are from Punk's stream since he was on a laptop
My settings are almost maxed
@@AndyLO2 aah okay i see, anyway what i wrote is kind of a workaround for ppl who have low vram and want the game to look as decent as possible with no hit in performance
Nice AndyOCR
Lol
Ion if only I had the time to grind
Yo Marisas 5HP isnt cancellable and is only +1 on block on drive rush what button did you mean?
i am a marisa player so wanna abuse anything i can get :)
ill have to check in the lab again maybe I miss spoke mb
Nice
Drive reversal looks like it's about to get more reliable vs drive rush cancel too
I wish I knew more about how to stop strings, even with all the minus frames people I fight seem to have their spacing on point or something. It's impressive, it usually feels like it's not worth pressing up close after they press because they'll know the spacing better than I do. And I do the same. Obviously I do still press sometimes I'm just saying, the negative frames don't feel as important as I expected.
Edit - to be clear I don't dislike this. I like that you get pushed out enough that it's not just a math problem. Just wasnt what I thought it was gonna be at first.
If you’re out of range, try walking back to make them whiff. If they walk forward first, you can cr mk to catch them. If they walk back or do nothing, you can walk forward and block or walk forward and button to take space. Hope this helps!
@@skar9056that's great advice. it's amazing how much walking back sometimes helps for getting out of pressure
Nothing still haven't won a tournament in a hot 🔥🔥 lil minute 😕 But step your game up 😂😂😂
beyond the great in-depth analysis, it's funny how trash and random he thinks japanese ranked players are. there's an old orientalist thing in the fgc where people think japanese players have some special folded 1000 times zen patience. ten seconds of footage from a JP arcade would disabuse you of that notion
Graphics on the lowest settings 😂