You need to guess a lot in Street Fighter V. Sometimes it is a true 50/50. But most of the time, you have more than just one option to escape bad situation.
Really awesome video! If I were to add one point for clarity, pre-jump is 2 frames that's why cr.lk keeps u grounded if u try to jump away and anything more then 4f will cause a flip out for backdash
@@shaunmcisaac782 Not really "variable"...more like there are a couple exceptions, like Gief and Abigail. Vast, vast majority of the cast is the same 4(3) frames.
I watched this and immediately applied delay tech in my next match, worked wonders I didn't get thrown as much as I usually do and i feel a great improvement defensively, thank you for the video!
@@dadahosain1158 You should generally just take the throw because the shimmy punish is often far more severe than the throw. Only tech throws if you think your opponent knows you'll take them every time, or if the throw will stun/kill you.
@@Chronospherics I hear you bro and you quite right eating damage from a shimmy or Frame trap is worse than just taking the throw so I'll keep that in mind, thing is I get walked to the corner way too easily and I'm always trying to fight out of the corner, not really sure why I back track so much
Great content as always! Taking the throw took me forever to pick up on until someone pointed out to me that a big counterhit combo does way more damage than just taking at throw, and most characters can't throw loop you anyways so you can take it and safely block, lol
Exactly! Another thing about taking the throw occasionally is that it encourages your opponent to keep trying it. If it _never_ worked, they might drop that strategy against you. Of course, this can be good or bad depending on your matchup and play style.
PsychoblueSFxT this is how all the pros have been seeing sfv already since the beginning of its release. You can see gootecks talk about it in his excellent adventures series. This video will not change the way sfv is looked at
Everyone playing at even midlevel play is playing with this in mind already. This type of knowledge won't even get you past gold online nowadays. Not to knock the video, it's very informative for new players, but it's not going to change how people look at SFV. This is how the game has been played for a long time.
Overall great video for beginners, but there are some simplifications that can be confusing and can lead to bad habits. The greatest problem that imo will confuse a lot of new players is the specific example you chose since very few situations are truly point blank such Poison in the video. In this video it appears that +2 situations are a black and white scenario, when spacing is integral to what you should be doing. (Also you didn't mention command throws, which entirely change up the mixup)
Note that if you want to, you can also do what is called a Jump Cancel. A jump cancel means doing an Up, Up Back, or Up Forward and then immediately executing a special move. If you jump cancel a special move, the ENTIRE MOVE cannot be thrown. Suppose you are playing a command throw character or someone with an armored special move, like Abigail. If you think they will do Cr. MP that is +2 OB, then -> throw, you can do: DB (Block the cr. MP), slight pause, UB, U, UF, F, DF, D, DB, B+LK. This will perform the LK command throw and it will beat out other throw attempts. (I've thrown Zangief out of his super. It's hilarious.)
The easiest way to practice this, imo, is to drop into the training room and have a bot (poison seems really good for this) with two recordings of a combo that is +2, on one have it follow up with throw, and on the other have it follow up with a combo. Have it set to shuffle those randomly and hide the recording indicator so you can't see what the bot is going to do. Repeat until you're consistently defending both.
@@chrisXDfull I'm not saying "Do this technique to never ever get thrown" I'm just saying that being able to do a delayed throw tech is a valuable skill to have and worth practicing, particularly because it's very timing based. Sure, it gets countered by shimmy and delayed attacks, but that's where learning your opponent's habits comes in.
Can anyone explain why throws have priority over attacks in this game? Like it seems like the opposite should be true to maintain the dynamic of blocking > attacking, throwing > blocking, and attacking > throwing.
So that this situation is possible, otherwise the jab would beat the throw and you would have to be +3 to throw safely. +3 on block situations are not very common and they open up hard hitting attacks that have much more reward than a throw. Basically throws have the range and reward of a light attack but the speed of a medium, having throws beat strikes makes the risk/reward line up best.
This shit always confuses me so much lol, i can't decide if i should delay tech or not or should i bait delay tech or not. Probably need to read an opponent a little bit better. Also, how common delay tech at the highest level? Iv heard that its kind of disregarded by top players
Delay tech is still pretty common in high level (people still get shimmy in high level anyway). It is still a good option for the situation where the opponent cannot walk back out of throw range to do shimmy. When you look at risk and reward in some situation, getting thrown is better than getting hit, especially since you don't get true oki from throw.
ah interesting I never knew that. I wish the frame stuff stayed up longer I can never read what they say before they go back to zero. Anyways sf 5 is so laggy for me I cant play online anyways
some people do it just to do it. no rhyme or reason as to why they just do because they can and they think it makes them edgy or somethin. i dunno. people on the internet are weird. the internet and social media brings out the most autistic people
Christian Davis nah b, I still think ppl play this game a good amount. I mean shit I just bought this game for Kolin and Poison so ya betta be playin this still
This works online 100%. First you jyst see how they apply offense, where is the throwthreat. If they do either blockstring or throw...you delay throw tech. Now the HAVE to deal with delay throwtech. If they dont, then they cannot open you up. If the opponent is stubborn and doesnt adapt your defense will be too strong. There is no "this doesnt work online because people dont play by logic". This is a defensive tactic they are forced to deal with regardless. Again, if they dont, then they cannot open you up.
All fighting games are about guessing to a pretty large degree. A lot of what you perceive as reaction watching fighting games is actually intuition. But what are you even talking about? There are barely even any true 50/50s in the game. Most of them are actually 66/33 situations and we're not even talking about Invincible reversals, V-Reversals, certain V-Trigger cancels being in the mix yet.
This isn't a 50/50. You're pretty hard pressed to find any true 50/50 situations in Street Fighter V where attacker has option A and B and defender has option A and B and must guess correctly. Generally speaking, and moreso depending on character and resources, the defender has an option C to snuff both options. Meaty/Throw isn't 50/50 because delay throw tech and shimmy exist. You can get struck, grabbed, or shimmied. It's a matter of predicting then learning your opponents tendencies.
@@mathewmadcap about the 50/50 you're discussing semantics. Of course there and option C or D... also if you get conditioned and the other guy knows how to mix it up you're done. You dont know what's coming. What you say is true, opponent tendencies help but to an extent but they adapt and note their own tendencies as well because their not NPC.
@@olimphus26 my point was that it's a little more dynamic than a coin flip guess... I feel like that's how a lot of people (incorrectly) perceive Street Fighter V. It's more like rock/paper/scissors. You just have multiple r/p/s decisions, sometimes within seconds.
@@mathewmadcap you right it's more of a rock paper scissor, but I saw it as people calling it 50/50 because its quicker than saying rock paper scissor.
This is why sf5 is such a shit game. Too many defenses against throw tick situations that you put yourself in by playing bad. It’s allows players to play well while getting outplayed all day. All you have to do is constantly rotate defences in sf5 and you are basically near unassailable on defence. Just rotate throw tech, delay throw tech, do nothing, jab, back dash and reversal and your opponent will be lucky to ver do damage to you 50% of the time. In sf5 I think it’s more likely that you do damage to the defender about 20% and the defender does da,age to you about the same amount. The difference being that if you are on offence (frame advantage) then you usually have stronger conversions so the situation is still in your favour. Bla bla bla: on defence the defender has the higher probability of coming away with no damage done, but the offender has the damage advantage for when they do actually land a mixup. Sf5 is terrible.
Really awesome video! If I were to add one point for clarity, pre-jump is 2 frames that's why cr.lk keeps u grounded if u try to jump away and anything more then 4f will cause a flip out for backdash
That’s really important to know too, thank you!
I was thinking that I should talk about air reset from jumping or backdash too but maybe next time :p
Pre jump is actually 4 frames (forward pre-jump is 3 frames).
Backdash is 2 frames grounded before your backdash becomes airborne.
Adding to that, some characters jumps have more pre-jump frames than that (e.g., Abigail).
Prejump is variable per character. e.g. Abigail is a whopping 8 frames.
@@shaunmcisaac782 Not really "variable"...more like there are a couple exceptions, like Gief and Abigail. Vast, vast majority of the cast is the same 4(3) frames.
I watched this and immediately applied delay tech in my next match, worked wonders I didn't get thrown as much as I usually do and i feel a great improvement defensively, thank you for the video!
@Master Monkey thanks for the heads up, I'll keep that in mind, I guess mixing up delay teching and just blocking are my only options?
@Master Monkey perfect, thanks again man, appreciate it.
@@dadahosain1158 You should generally just take the throw because the shimmy punish is often far more severe than the throw. Only tech throws if you think your opponent knows you'll take them every time, or if the throw will stun/kill you.
@@Chronospherics I hear you bro and you quite right eating damage from a shimmy or Frame trap is worse than just taking the throw so I'll keep that in mind, thing is I get walked to the corner way too easily and I'm always trying to fight out of the corner, not really sure why I back track so much
@@dadahosain1158 You can check the walks forward with buttons. Just try not to be predictable else you'll get whiff punished.
Great content as always! Taking the throw took me forever to pick up on until someone pointed out to me that a big counterhit combo does way more damage than just taking at throw, and most characters can't throw loop you anyways so you can take it and safely block, lol
Exactly! Another thing about taking the throw occasionally is that it encourages your opponent to keep trying it. If it _never_ worked, they might drop that strategy against you. Of course, this can be good or bad depending on your matchup and play style.
This video is fantastic. This could actually change the way SFV is looked at.
PsychoblueSFxT this is how all the pros have been seeing sfv already since the beginning of its release. You can see gootecks talk about it in his excellent adventures series. This video will not change the way sfv is looked at
@@chrisXDfull Be nice if it was more public. All I hear is "complaining."
Everyone playing at even midlevel play is playing with this in mind already. This type of knowledge won't even get you past gold online nowadays. Not to knock the video, it's very informative for new players, but it's not going to change how people look at SFV. This is how the game has been played for a long time.
'Whats wrong you need a cup of coffee' with that heavy accent
I always hear SFV commentators mention delay tech but I never really looked into it. Thank you for this HiFight =).
Overall great video for beginners, but there are some simplifications that can be confusing and can lead to bad habits.
The greatest problem that imo will confuse a lot of new players is the specific example you chose since very few situations are truly point blank such Poison in the video.
In this video it appears that +2 situations are a black and white scenario, when spacing is integral to what you should be doing.
(Also you didn't mention command throws, which entirely change up the mixup)
This should be included in the game. Capcom needs HiFight. Hell, we all need HiFight!
Note that if you want to, you can also do what is called a Jump Cancel.
A jump cancel means doing an Up, Up Back, or Up Forward and then immediately executing a special move.
If you jump cancel a special move, the ENTIRE MOVE cannot be thrown.
Suppose you are playing a command throw character or someone with an armored special move, like Abigail.
If you think they will do Cr. MP that is +2 OB, then -> throw, you can do:
DB (Block the cr. MP), slight pause, UB, U, UF, F, DF, D, DB, B+LK.
This will perform the LK command throw and it will beat out other throw attempts. (I've thrown Zangief out of his super. It's hilarious.)
The easiest way to practice this, imo, is to drop into the training room and have a bot (poison seems really good for this) with two recordings of a combo that is +2, on one have it follow up with throw, and on the other have it follow up with a combo. Have it set to shuffle those randomly and hide the recording indicator so you can't see what the bot is going to do. Repeat until you're consistently defending both.
Kevin Griffith but you become screwed once you put in all 4 options because unless you can react to a 5 frame throw, your guna eventually get thrown
@@chrisXDfull I'm not saying "Do this technique to never ever get thrown" I'm just saying that being able to do a delayed throw tech is a valuable skill to have and worth practicing, particularly because it's very timing based. Sure, it gets countered by shimmy and delayed attacks, but that's where learning your opponent's habits comes in.
I like how Poison wears M. Bison's hat. They probably date.
Cute cannon but it is supposed to be her own aesthetic hat thing
@@krnlkrazy "...it was Tuesday"
I don't even play SF and this video is great
This is the kind of videos ppl need more of pls continue to share this knowledge pls and ty!
This was very informative! I need to practice some of this stuff
Great info! Thanks for the tip
I'm gonna need more of this from you!!! AWESOME!!
So this is just the start? Are you going to do a video on advanced options? What are those, character specific?
I haven't really thought about what's next yet. And yes, more advanced options are generally character/situation specific.
Absolutely awesome vid. Well done!
Awesome. Great work
High-quality video as usual.
Great video !!!!
What is the name the song of this video mate ? Dig that so much !
Great content, I need to practice this thing of delay tech, I heard a lot and I try it, but get caught still by the throw
love how this video put in some minutes what you take a very long time do develop yourself if you are new to the game
Can anyone explain why throws have priority over attacks in this game? Like it seems like the opposite should be true to maintain the dynamic of blocking > attacking, throwing > blocking, and attacking > throwing.
So that this situation is possible, otherwise the jab would beat the throw and you would have to be +3 to throw safely. +3 on block situations are not very common and they open up hard hitting attacks that have much more reward than a throw. Basically throws have the range and reward of a light attack but the speed of a medium, having throws beat strikes makes the risk/reward line up best.
Please, bring more... Thanks!
Very good vid for novices, hat off to you.
Great video.
I fucking love your channel.
This shit always confuses me so much lol, i can't decide if i should delay tech or not or should i bait delay tech or not. Probably need to read an opponent a little bit better. Also, how common delay tech at the highest level? Iv heard that its kind of disregarded by top players
Delay tech is still pretty common in high level (people still get shimmy in high level anyway). It is still a good option for the situation where the opponent cannot walk back out of throw range to do shimmy.
When you look at risk and reward in some situation, getting thrown is better than getting hit, especially since you don't get true oki from throw.
Loving this
Where's the music from?
Question, when crouching, can we tech a throw?
Yes but you’ll get a throw whiff animation if your opponent baits the throw tech.
I need 2 cups of kwawfee lol☕☕
ah interesting I never knew that. I wish the frame stuff stayed up longer I can never read what they say before they go back to zero. Anyways sf 5 is so laggy for me I cant play online anyways
Dont look at the character
just watch the frame meter.
You don't need to spectate yourself.
I subbed for this.
I will try
Wait, I thought crouch tech throw is not possible in SF5?
What do you mean exactly? Its like just tech while crouching or teching while just moving (like jumping 4 eg)
The problem with this game is that the throws are instant, and some dudes spam them bitches hard
They go to heaven after finished fighting?
Can't understand those who dislike....lmao
some people do it just to do it. no rhyme or reason as to why they just do because they can and they think it makes them edgy or somethin. i dunno. people on the internet are weird. the internet and social media brings out the most autistic people
You just saved a lot of bronze players lol
Song??
SFV AE Menu Theme
Great video very useful! Would be far better if you could string a clear sentence together.
You made this video 4 years too late lol
Christian Davis nah b, I still think ppl play this game a good amount. I mean shit I just bought this game for Kolin and Poison so ya betta be playin this still
@@Es97Coqui duh i still play this game, everybody knows this and there are plenty of videos that explain it.
this tool is super annoying from posion
Good luck trying any of this "online" hahaha
This works online 100%. First you jyst see how they apply offense, where is the throwthreat. If they do either blockstring or throw...you delay throw tech.
Now the HAVE to deal with delay throwtech. If they dont, then they cannot open you up.
If the opponent is stubborn and doesnt adapt your defense will be too strong.
There is no "this doesnt work online because people dont play by logic". This is a defensive tactic they are forced to deal with regardless. Again, if they dont, then they cannot open you up.
Guess Fighter V 😴
All fighting games are about guessing to a pretty large degree. A lot of what you perceive as reaction watching fighting games is actually intuition.
But what are you even talking about? There are barely even any true 50/50s in the game. Most of them are actually 66/33 situations and we're not even talking about Invincible reversals, V-Reversals, certain V-Trigger cancels being in the mix yet.
the magic number is not +2
the magic number is 50/50
This isn't a 50/50.
You're pretty hard pressed to find any true 50/50 situations in Street Fighter V where attacker has option A and B and defender has option A and B and must guess correctly. Generally speaking, and moreso depending on character and resources, the defender has an option C to snuff both options.
Meaty/Throw isn't 50/50 because delay throw tech and shimmy exist. You can get struck, grabbed, or shimmied. It's a matter of predicting then learning your opponents tendencies.
@@mathewmadcap about the 50/50 you're discussing semantics. Of course there and option C or D... also if you get conditioned and the other guy knows how to mix it up you're done. You dont know what's coming. What you say is true, opponent tendencies help but to an extent but they adapt and note their own tendencies as well because their not NPC.
@@olimphus26 my point was that it's a little more dynamic than a coin flip guess... I feel like that's how a lot of people (incorrectly) perceive Street Fighter V.
It's more like rock/paper/scissors. You just have multiple r/p/s decisions, sometimes within seconds.
@@mathewmadcap you right it's more of a rock paper scissor, but I saw it as people calling it 50/50 because its quicker than saying rock paper scissor.
This is why sf5 is such a shit game. Too many defenses against throw tick situations that you put yourself in by playing bad. It’s allows players to play well while getting outplayed all day. All you have to do is constantly rotate defences in sf5 and you are basically near unassailable on defence. Just rotate throw tech, delay throw tech, do nothing, jab, back dash and reversal and your opponent will be lucky to ver do damage to you 50% of the time. In sf5 I think it’s more likely that you do damage to the defender about 20% and the defender does da,age to you about the same amount. The difference being that if you are on offence (frame advantage) then you usually have stronger conversions so the situation is still in your favour. Bla bla bla: on defence the defender has the higher probability of coming away with no damage done, but the offender has the damage advantage for when they do actually land a mixup. Sf5 is terrible.
thats it boys if u wanna sf5 might go to the casino instead he who gueses right the most wins
I mean it's a guess, but it's not "slot machine casino random". People have patterns and reflexes that you can pick up on.
THAT IS THE REAL GAME.
@@soggytoast111 slotmachines and casino stuff have patterns to my comparison stands
then fighting games are probably not your cup of tea. guessing is part of the genre.