Oh bro! The two jabs of health is the best nash can get! 😂 just spend a measly bar to get it! Lol i remember everyone saying thats too good for nash lol
One of the things that I got annoyed with in MKX was that combos in that game often had built-in forward movement. Some characters would never lose pressure, so your only way out of a bad defensive situation is to know when you have the slight bit of frame advantage or to blow resources to get back to neutral.
Sure, every character had forward advancing strings, but block pressure in that game was pretty cut and dry. Often a string into a special, which then ended the block pressure; or the odd positive on block EX special or run cancel for characters like Hellfire Scorpion. Either way they had to use resources to keep block pressure going. The real drama in that game were overhead/low 50/50s that basically everyone also had
@@marcuss4697 That created characters such as bo'rai'cho where it was just guessing, is it an overhead or low... well you are gonna get reset. That had to be the most unfun type of playstyle in any game
Before I continue the video: blocking does 2 things 1) prevent damage 2) wear down the opponent’s mental. If one is patient while blocking it will make the opponent feel like there is nothing they can do, which leads to more risks and by extension, more punishes
stagger your hits when they block against u or tick throw them. or make them guess. People don't like losing the match based off of 50/50 coin flips so rather than guess meaty or throw they will wake up 3 frame or wake up dp
One thing not enough players know is how to block "offensively". When in neutral, walking up and blocking allows you to get information about a player, eg. what buttons they like to press, when they press them etc. Walk-up+block let's you safely gather information without necessarily overextending yourself. It also blows up people who are careless with their buffers. Walk-up+block is a great way to blow-up a Ryu who gets overzealous with cr.mk+ex_donkey_kick by making the buffer unsafe.
Also worth noting, but in SF5 while a lot of the cast *has* overheads, very few of them get anything after them. Certain characters *can* combo after their overheads, or have specials that overhead and lead to combos, but in general you're going to take a small slice of damage and then the pressure resumes... some of them aren't even plus on hit.
@@emeraldmann1329 you can get a plus 2-3 if it’s max range counter hit, well you could prior to rose I haven’t checked if it was changed. But even so it’s trash and your prolly gonna be to far for crouch lp.
Next few "Kicks vs Punches, aka why you need more than one button ", "Should you use your meter: at all?", "Why cornering yourself might be less than optimal"
Kick, punch, it's all in the mind... If you want to test me... I'm sure you'll find-- The things I teach ya is sure to beat ya! Nevertheless, you get a lesson from teacher!
Cause by that point he’s in their head. It’s pretty easy to react to at the start or mid round, but after some pressure has been applied well you know b
Same here. I know about negative moves but never paid attention to the pushback, and my friends never told me about that either. This will come in handy.
This is crazy-helpful - thanks Brian. Been really struggling to make any sense at all of what's going on in SF because I'm a Tekken/DBFZ player and this idea of getting pushback/space by blocking just doesn't exist in those games. Tight.
My favourite interaction like this was back in the MKX days; a scorpion sent me a message saying I was spamming block and called me Dildo Faggins which was so disarmingly funny I’ve memorised it.
Watched this video and instantly went from Super Gold to Ultra Who woulda thought that blocking makes my mashing more powerful. Thats all I needed to hear lol
I literally just fought a Fang player, and I didn’t know how plus he was on block for some moves, so naturally I lost both games but took a round I rematch with him after knowing what buttons of his he can’t press on me and perfected his ass! The guy didn’t rematch 😂😂😂
This video really hit home. I often find that I will be so scared of either buttons while I'm downbacking or scared of being thrown that I lose sight of the fact that what I'm actually looking for is that pressure to be unsafe, the jump after a blockstring, or if who I'm fighting can throw me from that range etc. I sometimes get frustrated that I don't know X about a certain character but what I'm actually frustrated by is my inability to notice how effective the block string I'm in actually is, and when / what I should do about it. Hoping to take this awareness into my matches today and be more patient and thoughtful while blocking. Thanks Brian!
The weak should fear the strong, you tell me if i have a slight chance of getting you hit into oki into some degen stuff for dmg, be sure ill do it, if you block or punish me, ayy no biggie ggs
Don't forget that SFV is one of the few games that doesn't allow chip kills from specials. Only by blowing your whole load with Critical Art can you chip kill. Blocking is powerful.
Damn...I had to check myself with this one... I'm not mad about a person mashing.... I'm mad about the accurate timing of when someone mashes... thanks for the insight..
I was surprised Brain didn't mention chip damage. It plays a pretty important part in the discussion of blocking. Perhaps master Brian could teach us some secret forbidden knowledge about chip damage next time?
Yo Brian, I'm actually surprised you didnt mention Punishing. Not only does blocking allow you to reset to neutral and force your opponent to take risks, but you can also use blocking to test weather or not your opponent knows how to go on the offence safley. If I can turtle shell all game and react to everything you do, why would i ever take the risk of playing footsies with someone whos random. I'de rather wait to see if you know how to play the game first (see what button choice you have etc), then adapt to what you choose to do. If I know i'm fighting a flowchart Ken, who only wants to jump and dp, i can just wait and punish.
If everyone who was intrested in learning fighting games should start with this video. Cause this talks about any moves in specific. This video was executed perfectly.
really awesome and informative video. still glad they added another defensive mechanic. I come from a Soul Calibur household so not having a "fuck your button" button makes me break out in hives. it's been fun tryin out SFV though, really forces my spacing to be on point
One of my issues is I don’t take risk when pressuring I force people to respect my air tight pressure but I never mix it up, hopefully I’ll keep this in mind.
@@garretwoeller7669 Haha that feel when I like both of them and want to play them and like every fight is an uphill battle. As I see it, Sagat's issue is largely in just the general design of V giving people more tools that make his Tiger Shots less effective. And Sagat in neutral has issues since his buttons really aren't that great other than for their massive hitboxes. His combos and oki aren't that great. His V-Skills both strike me as "win more" V-Skills since they're either just more damage for the uppercuts or better frames on the knee to keep the opponent closer to him (though Hanuman Charge is good when you can get it off, although the long charge time hurts really more than it needs to). He doesn't have anything hugely sick other than fullscreen anti-airs with kara uppercuts. And playing Sagat well almost requires knowing negative edge not only for hit confirms but for his karas which are mandatory to know. Compared to being able to pick up, like, Guile, who mechanically does basically everything Sagat can do but better and he can do more stuff. Juri's problems are far more straightforward... Normals have weird boxes and their range is practically a joke, hit confirms are kinda tough thanks to said normals, the charge mechanic is really unnecessary when even with charge her combos aren't as good as a lot of the cast, and similar to Sagat the V-Skills take setup for what isn't that great a reward. Weirdly despite how convenient most fireball invincible moves in V are, her flip kick doesn't have it other than on EX which means is pretty much EXCLUSIVELY a combo ender and only if you don't have Fuhas and it's rather minus on block. I think that a lot of the ideas Juri has still are good but need to be rethought in SF6. Fuha stores not requiring a button hold makes sense, but they need to have either better reward or just not be as integral to her plan. Stores being fireballs makes sense, she should have the combo/pressure/mixup tools that are currently her tied to a different special attack (essentially just let her have the same animations on her charged Fuhas but put them on a dedicated move that doesn't need a charge and ideally let them increase her versatility outside of being more combo moves). But I'm nowhere close to an expert in the game.
@@Zetact_ I say make here charge versions like almost a buff sorta tie the charge kick to 1 special move and it makes the next move better make this sorta option select Rekka like a build your own rekka with an over head a combo and a low and make her fire ball OTG and act more like a moving trap where it's slow but it's to force jumps and not meant to hit. As for Sagat I say give him either some Hyper armor on his overhead or give him a command grab maybe even like other shotos a Parry but it's built into his kit like Kolins parry like you parry an attack and auto grab.
Wow.... Didn't think this topic needed to be discussed but apparently it is an issue people face, How hard is it to hold down back and wait for a punish.
Why do I feel like Yipes MVC2 MSP team and the MVC scene as a whole help inspire a generation of people who are rushdown/combo heavy in so many fighters they just don't care about blocking because the big damage and combos really applealed to them to wanna play in the first place? I know its a different game but I know that mvc were some people's gateway to fighting games and it was pretty big in its heyday so it mighta help birth alot of casuals with that style of play maybe they thought that style could translate to others but didn't but wanted to play another capcom fighter I mean there is still DBZ Fighterz but I could be wrong about it though Not sayin the mvc pros don't block but alot of casual fans that was solely into the offensive side just focused on that and use that approach to everything
The only time blocking is bad is if your opponent is doing a throw (normal or command grab). Otherwise, there's reason not to block Vega's sharp metal claw or Akuma's chi energy with your bare, unprotected arms
I am starting to pick up dbfz online,as i have tried sfv and it’s there,but man,that game is just too many options of escaping pressure. I personally had a lot of trouble with autocombo spamming and all that,but now my struggle is how to make them stay on the goddamn ground for once. Still working on it,now to actually watch the video.
Well,actually,i think should just start looking for solutions to every other defensive option instead,since now that i realize all of them have high risk and can be punished;yeah,i think that could be a good tip to any other player who has trouble with the shenanigans on fighting games and whatnot,just as dbfz with reflect,vanish or raw level three,maybe too with sfv,with now dps,wake up 3 frames and grabs,and now v shift;learn to counter all of those then it’s all about practice,experience and not getting salty.
"Hey Brian F blocking doesn't do damage" I was about to type that in the comments the second the video started and he beat me to it. This man is a fortune teller...
Haven’t watched the full vid yet, my guess for why you should block is that it forces the other guy to have to do things. Idk I may be wrong I just play like a turtle sometimes
One of the things that makes Street Fighter feel the way it does is that is everything is "almost" react-able. Its not an anime fighter that has crazy un-reactable mixups. The mental strain comes from everything can be blocked if you're focusing on just blocking, but if you're focusing on just blocking, your gonna get thrown or put into a guessing situation.
Also, blocking makes a neat thud sound.
It is like the sound you make when you knock on a door w your knuckles.
this video showed up in my sub box and i thought "this is beginner stuff i dont need this"
and then i remembered im bronze
i learned valuable info
@@Doktor_Jones you underestimate how little i really know
Lmao good you learned from it
blocking and anti airs should get you to silver.
@@ryankl1984Learning & incorporating anti-airs evolved my game. I used to never consciously think about them before watching FGC content.
2:02 - "We don't have any healing in this game."
*PTSD flashbacks to USFIV Elena*
*PTSD flashback to Gill Resurrection*
@@Switcheroo4542 *get’s GILL BOSS BATTLE PTSD FLASHBACKS*
@@Switcheroo4542 R E Z U R R E C T I O N
Well...i think most of you forget that even in SF5, NASH can freakin heal himself
@@jasky9178 That didn't help him much...
"We don't have healing in this game" Tell THAT to my 60 hp restore from Nash EX Tragedy Assault... Nash is truly top tier
damn i thought it was just 3S Elena with the heal
@@stank666ocean USF4 Elena has a heal Ultra
Oh bro! The two jabs of health is the best nash can get! 😂 just spend a measly bar to get it! Lol i remember everyone saying thats too good for nash lol
I've played this game since day one and I did not know tragedy assault healed him.
Blocking is a social construct haha fire line.
But it's true.
Idk man, I'm from the school of thought that blocking is a biological fact of life. xD
Dabes___: lmao who blocks when you can just wakeup dp
Dargen_1: @Dabes___ fucking ken mains
Underrated interaction
One of the things that I got annoyed with in MKX was that combos in that game often had built-in forward movement. Some characters would never lose pressure, so your only way out of a bad defensive situation is to know when you have the slight bit of frame advantage or to blow resources to get back to neutral.
I personally think it makes the game more interesting
Sure, every character had forward advancing strings, but block pressure in that game was pretty cut and dry. Often a string into a special, which then ended the block pressure; or the odd positive on block EX special or run cancel for characters like Hellfire Scorpion. Either way they had to use resources to keep block pressure going. The real drama in that game were overhead/low 50/50s that basically everyone also had
@@marcuss4697 That created characters such as bo'rai'cho where it was just guessing, is it an overhead or low... well you are gonna get reset. That had to be the most unfun type of playstyle in any game
I remeber when the game came out and Liu Kang had an infinite blockstring
@@leper763 thankfully no one played boraicho cause what a fuckin disgusting character, both in visuals and gameplay
Before I continue the video: blocking does 2 things
1) prevent damage
2) wear down the opponent’s mental. If one is patient while blocking it will make the opponent feel like there is nothing they can do, which leads to more risks and by extension, more punishes
stagger your hits when they block against u or tick throw them. or make them guess. People don't like losing the match based off of 50/50 coin flips so rather than guess meaty or throw they will wake up 3 frame or wake up dp
@@1starfalco1 nice bot account
Unless you're me and gets mad when someone blocks my combos so I just try to punish them more👿
"Anime players don't know how to block" sajam
Mashing 5k all day baby
I'm a bardock main and Sajam is just hating leave 5l alone. =/
No FG player wants to block
Me "hmm I just got hit with a 6m in dragon ball... why don't I start MASHING LEVEL 3."
*laughs in Slayer backdash cancels*
One thing not enough players know is how to block "offensively". When in neutral, walking up and blocking allows you to get information about a player, eg. what buttons they like to press, when they press them etc. Walk-up+block let's you safely gather information without necessarily overextending yourself. It also blows up people who are careless with their buffers. Walk-up+block is a great way to blow-up a Ryu who gets overzealous with cr.mk+ex_donkey_kick by making the buffer unsafe.
Also worth noting, but in SF5 while a lot of the cast *has* overheads, very few of them get anything after them. Certain characters *can* combo after their overheads, or have specials that overhead and lead to combos, but in general you're going to take a small slice of damage and then the pressure resumes... some of them aren't even plus on hit.
For instance, Karin f.MK is 0 on hit, and only +1 if it hits meaty.
Just got to watch that stun meter. Eating an overhead and getting stunned because you're focused on blocking feels bad.
@@emeraldmann1329 you can get a plus 2-3 if it’s max range counter hit, well you could prior to rose I haven’t checked if it was changed. But even so it’s trash and your prolly gonna be to far for crouch lp.
@@justterrell956 I'm honestly convinced that f.MK is only there to teach Karin to not just hold forward and spam medium kick in neutral
@@emeraldmann1329 wait you said Karin my bad I was thinking Kolin. But I guess we have similar situations
From Obama’s Waifu Gacha to this.
FGC tube is balanced.
Capcom gave us 6 buttons to push and you expect me to NOT use them? Excuse me, this isn't a Nether Realms game. There's no block button.
Also NRS: *Stance Switch Button*
_dances in place_
I just always block on wakeup cause I know damn well I'm gonna get oki'd if I don't
You've learned well 😅
And I don't want to be an ass but I think you meant Meatied bro. Oki is when you get a knockdown, meaty is an attack on wakeup lol
@@numa2k147 Oki is pressure after a knockdown, not the knockdown itself...
@@numa2k147 I assume they were suggesting that if you don't block on get up, you'll be crush countered
@@numa2k147 yeah you got terms mixed fam. Oki is using a meaty attack on your opponents wake up.
Brian conditioned me with the useful information so hard I wasn't expecting the 50/50 at the end
Next few "Kicks vs Punches, aka why you need more than one button ", "Should you use your meter: at all?", "Why cornering yourself might be less than optimal"
Who needs light kick, medium punch for the win
Kick, punch, it's all in the mind...
If you want to test me... I'm sure you'll find--
The things I teach ya is sure to beat ya!
Nevertheless, you get a lesson from teacher!
mans talks about how easy it is to react to boxer's overhead while duffing people with it all the time
Cause by that point he’s in their head. It’s pretty easy to react to at the start or mid round, but after some pressure has been applied well you know b
Oh man I never thought to look at pushblock being a reward of blocking. That's a really interesting perspective.
Same here. I know about negative moves but never paid attention to the pushback, and my friends never told me about that either. This will come in handy.
This is crazy-helpful - thanks Brian. Been really struggling to make any sense at all of what's going on in SF because I'm a Tekken/DBFZ player and this idea of getting pushback/space by blocking just doesn't exist in those games. Tight.
Dbfz has reflect, which is probably one of my favourite defensive maneuvers
Dont tell that to DBFZ players. I asked a man to believe in himself holding down back and he told me I had no balls.
"oh you're just waiting for me to throw out my super unsafe attack and then you block and attack me back you have no honor" :D
My favourite interaction like this was back in the MKX days; a scorpion sent me a message saying I was spamming block and called me Dildo Faggins which was so disarmingly funny I’ve memorised it.
@@Jgt612 that’s a character from South Park
Brian upload?? Pog
Bogart comment?? Pog
Every single time
@@Sphinx_ I probably have an addiction to this
that 50/50 at the end tho :^)
"But blocking does no damage" oh yes he brings a good point
It does psychological damage
@@LoxeAeon if your blocking everything he throws out he is gonna be so ducking scared to attack you.
@@LoxeAeon the only attack that couldnt ever be blocked
mustache F is coming back
god bless
Watched this video and instantly went from Super Gold to Ultra
Who woulda thought that blocking makes my mashing more powerful. Thats all I needed to hear lol
That is probably the best 50/50 I've ever seen at the end
I literally just fought a Fang player, and I didn’t know how plus he was on block for some moves, so naturally I lost both games but took a round
I rematch with him after knowing what buttons of his he can’t press on me and perfected his ass! The guy didn’t rematch 😂😂😂
Do you play Rashid by any chance?
@@jonc8561 no, I’m a monke Urien player
Yea these guys be like "wait this fool wants a rematch? ok let me show him who's boss" but then when you figured them out they just head out ^^
This video really hit home. I often find that I will be so scared of either buttons while I'm downbacking or scared of being thrown that I lose sight of the fact that what I'm actually looking for is that pressure to be unsafe, the jump after a blockstring, or if who I'm fighting can throw me from that range etc. I sometimes get frustrated that I don't know X about a certain character but what I'm actually frustrated by is my inability to notice how effective the block string I'm in actually is, and when / what I should do about it.
Hoping to take this awareness into my matches today and be more patient and thoughtful while blocking. Thanks Brian!
I gave Brian F a meaty by mashing that big red button right as the video ends
Love the thud sound, great video Brian thanks
BrianF it’s called fighting games not blocking games! We are supposed to fight
Blocking is part of a fight.
@@numa2k147 but it does no dmg?!?!
Good one
I love the 50/50 note at the end...glad I'm already subscribed. Great video as always...
As a wise man once said about EU players.
"They know no risk, only reward.'
The weak should fear the strong, you tell me if i have a slight chance of getting you hit into oki into some degen stuff for dmg, be sure ill do it, if you block or punish me, ayy no biggie ggs
Very informative. Never really thought about the space control aspect of it. I just block because I don't want my opponent to have fun.
Brian_f boosting every bronze player to gold with these secret techniques
The fact that i did not know crush counters or a combo withe a trigger activate reduces damage is new to me. That i learned from brian f!
Brian got the sheriff mustache
I actually subscribed after the 50/50 on the end! Sick setup
Don't forget that SFV is one of the few games that doesn't allow chip kills from specials. Only by blowing your whole load with Critical Art can you chip kill.
Blocking is powerful.
That subscriber mix is crazy.
Damn...I had to check myself with this one... I'm not mad about a person mashing.... I'm mad about the accurate timing of when someone mashes... thanks for the insight..
i remember it took me really long to understand these concepts lol, good stuff
Now I have to sub for that smooth as heck transition
Even in the face of evidence, i still won't block because it's a fighting game not a blocking game.
Lmao
Based
Based
Lol the subs mixup is real af hahaha great content Brian!!
I had no idea non-light normals do grey health damage in this game
I was surprised Brain didn't mention chip damage. It plays a pretty important part in the discussion of blocking.
Perhaps master Brian could teach us some secret forbidden knowledge about chip damage next time?
Blocking creates openings no matter what but how big those openings are is dependent on the oppent move that they use to attack you with.
Dude this was such a good video! 👍🏽
That mix up at the end. Damn!
11:53 Alright, that was sick. Take my sub.
I don't even regularly play fighting games but now I know
Yo Brian, I'm actually surprised you didnt mention Punishing. Not only does blocking allow you to reset to neutral and force your opponent to take risks, but you can also use blocking to test weather or not your opponent knows how to go on the offence safley. If I can turtle shell all game and react to everything you do, why would i ever take the risk of playing footsies with someone whos random. I'de rather wait to see if you know how to play the game first (see what button choice you have etc), then adapt to what you choose to do.
If I know i'm fighting a flowchart Ken, who only wants to jump and dp, i can just wait and punish.
Subscribe and notification is how you option select that 50/50
Man, thats a valuable lesson. Thank you!
Very good video!
This is such a cool video
11:54 lol i see people asking to subscribe all the time using the statistics, but so far it was the best attempt.
-Evil footing
Brian F, April 19, 2021
If everyone who was intrested in learning fighting games should start with this video. Cause this talks about any moves in specific. This video was executed perfectly.
really awesome and informative video. still glad they added another defensive mechanic. I come from a Soul Calibur household so not having a "fuck your button" button makes me break out in hives. it's been fun tryin out SFV though, really forces my spacing to be on point
10:43 Thak you Letardigrade
Good stuff as usual Brian, keep it up
Good guy Bri is good guy
One of my issues is I don’t take risk when pressuring I force people to respect my air tight pressure but I never mix it up, hopefully I’ll keep this in mind.
great video
blocking is a social construct created by the blocktriarch to keep the mashers down. POWER TO THE MASHERS.
Sagat mains out here like yeah Blocking is very important
Tiger tiger tiger tiger tiger tiger
Sagat mains when they hear you can't crouch block aerials.
"Wait, this game has aerial attacks?"
@@Zetact_ Sagat literally out here being bad at most shit for no reason like Juri
@@garretwoeller7669 Haha that feel when I like both of them and want to play them and like every fight is an uphill battle.
As I see it, Sagat's issue is largely in just the general design of V giving people more tools that make his Tiger Shots less effective. And Sagat in neutral has issues since his buttons really aren't that great other than for their massive hitboxes. His combos and oki aren't that great. His V-Skills both strike me as "win more" V-Skills since they're either just more damage for the uppercuts or better frames on the knee to keep the opponent closer to him (though Hanuman Charge is good when you can get it off, although the long charge time hurts really more than it needs to). He doesn't have anything hugely sick other than fullscreen anti-airs with kara uppercuts. And playing Sagat well almost requires knowing negative edge not only for hit confirms but for his karas which are mandatory to know. Compared to being able to pick up, like, Guile, who mechanically does basically everything Sagat can do but better and he can do more stuff.
Juri's problems are far more straightforward... Normals have weird boxes and their range is practically a joke, hit confirms are kinda tough thanks to said normals, the charge mechanic is really unnecessary when even with charge her combos aren't as good as a lot of the cast, and similar to Sagat the V-Skills take setup for what isn't that great a reward. Weirdly despite how convenient most fireball invincible moves in V are, her flip kick doesn't have it other than on EX which means is pretty much EXCLUSIVELY a combo ender and only if you don't have Fuhas and it's rather minus on block. I think that a lot of the ideas Juri has still are good but need to be rethought in SF6. Fuha stores not requiring a button hold makes sense, but they need to have either better reward or just not be as integral to her plan. Stores being fireballs makes sense, she should have the combo/pressure/mixup tools that are currently her tied to a different special attack (essentially just let her have the same animations on her charged Fuhas but put them on a dedicated move that doesn't need a charge and ideally let them increase her versatility outside of being more combo moves).
But I'm nowhere close to an expert in the game.
@@Zetact_ I say make here charge versions like almost a buff sorta tie the charge kick to 1 special move and it makes the next move better make this sorta option select Rekka like a build your own rekka with an over head a combo and a low and make her fire ball OTG and act more like a moving trap where it's slow but it's to force jumps and not meant to hit.
As for Sagat I say give him either some Hyper armor on his overhead or give him a command grab maybe even like other shotos a Parry but it's built into his kit like Kolins parry like you parry an attack and auto grab.
Baiken players: You guys dislike blocking?
I'm friends with a Baiken player who literally never blocks.
He'd always mash heavy slash on wakeup
+r or xrd, coz id be damned if +r baikens dont love to do alpha counters
Cool video mr.F, but what am I supposed to do when my opponent is better than me if I can't mash and hope it works?
"Blocking makes your mashing more powerful"
Mashers: "I am my own God."
Brian I didn't pay 60 bucks to block. I payed to do dumb shit, let the dumb shit rock and win. Good video
Good idea to use the mirror match on training mode to lab that linda stuff, nice content.
Does anyone else get distracted by the pillows that look like a human sized doll behind Brian?
Wow.... Didn't think this topic needed to be discussed but apparently it is an issue people face, How hard is it to hold down back and wait for a punish.
I misheard the video. Controller keeps holding north not pressure
I literally just watched 1:28 of this stream just to see this topic of the day.
Why do I feel like Yipes MVC2 MSP team and the MVC scene as a whole help inspire a generation of people who are rushdown/combo heavy in so many fighters they just don't care about blocking because the big damage and combos really applealed to them to wanna play in the first place?
I know its a different game but I know that mvc were some people's gateway to fighting games and it was pretty big in its heyday so it mighta help birth alot of casuals with that style of play
maybe they thought that style could translate to others but didn't but wanted to play another capcom fighter
I mean there is still DBZ Fighterz but
I could be wrong about it though
Not sayin the mvc pros don't block but alot of casual fans that was solely into the offensive side just focused on that and use that approach to everything
both on evil footing 😈😈😈
Wake up babe, new Brian-F video
Top tier content 👍🏼
Im still gonna wake up DP
Cpt Brian Sparrow "we must block to mash"
And you're seeing the bad guys "flow chart" and you can start downloading.
Love the 50-50 plug lol
The only time blocking is bad is if your opponent is doing a throw (normal or command grab). Otherwise, there's reason not to block Vega's sharp metal claw or Akuma's chi energy with your bare, unprotected arms
I am starting to pick up dbfz online,as i have tried sfv and it’s there,but man,that game is just too many options of escaping pressure. I personally had a lot of trouble with autocombo spamming and all that,but now my struggle is how to make them stay on the goddamn ground for once. Still working on it,now to actually watch the video.
Well,actually,i think should just start looking for solutions to every other defensive option instead,since now that i realize all of them have high risk and can be punished;yeah,i think that could be a good tip to any other player who has trouble with the shenanigans on fighting games and whatnot,just as dbfz with reflect,vanish or raw level three,maybe too with sfv,with now dps,wake up 3 frames and grabs,and now v shift;learn to counter all of those then it’s all about practice,experience and not getting salty.
"Hey Brian F blocking doesn't do damage"
I was about to type that in the comments the second the video started and he beat me to it. This man is a fortune teller...
Haven’t watched the full vid yet, my guess for why you should block is that it forces the other guy to have to do things. Idk I may be wrong I just play like a turtle sometimes
Yes, please block
- Signed the Grappler Gang
BRIAN_F UPLOAD POG
I play the no block mixup so when they think I;m free. I block. Chills bro
One of the things that makes Street Fighter feel the way it does is that is everything is "almost" react-able. Its not an anime fighter that has crazy un-reactable mixups. The mental strain comes from everything can be blocked if you're focusing on just blocking, but if you're focusing on just blocking, your gonna get thrown or put into a guessing situation.
That crazy 50/50 got you +1 sub XD
Exactly. Blocking means you aren't getting blown the F up. Low rankers stay low because they don't BLOCK!
He does a little teaching...
Yes
@Letardigrad You too man.
Ohhhhhh, now that you put it that way...
i just got logicked into subscribing...
Just subd to your channel bro. Good info.