I was one of those people who didn’t use the random block option in training mode. In fact, I think a lot of people may underutilize training modes in games. If you could do a video going over the training mode options in most games and how build you fundamentals and test situations with them I think it can make for a cool video.
I didn't use random block until P4A to learn hit confirms. It made me much better at not overcommitting and one of the first things I teach people these days is to use random block to get a feel for hit confirming.
There are many videos about this subject, I think jmcrofts may have even done a video on the subject in dbfz. However it's always great to recycle the newbie content whenever a new big release is hitting the market!
Yeah, that would be great. I'm the kind of people that is willing to lab religiously but I'm kinda lazy to find the most optimal ways to setup the training dummy for different exercises.
I love this video. Very educational and insightful! I love that you're able to watch the match at full speed and still point out the things we've gone over thus far. Truly an fgc goat
@@Debiruman1666 they definitely could fall under pressing advantage, but I wouldn't consider them to be an advanced technique. Especially given that they are often the number one way that new players get blown out by anyone more experienced, it would be important for new players to learn that there is a name/counterplay for it.
I agree, meaties are what create the fundamental rock paper scissors wakeup game in fighting games. This is right up there in importance with learning to block and learning your bnb's
A true indicator of mastery is when someone takes something difficult and makes it look easy. Daigo IMO is a true master because he makes playing SF look sooooo easy when he plays.
This was great. I haven't play a fighting game for 20 years, but find it extremely interesting to watch. I enjoyed the explanation of the techniques, so I can understand high level play better.
@@Tungdil_01 For me it was Super SF2 on my SNES and Soulblade on my PSX. I completely missed the boat on Turbo and basically everything after. I keep thinking about trying Turbo now, because it still has an active online scene.
Yo JM, this is why I subscribed to your channel to begin with - the "great moments in FG history" series, pretty much all of them, and how you break down the match play by play. I've watched them all a number of times, not because I was picking things up (you explained it so well the first time I didn't miss much), but because I just like hearing you break things down lol. This is the content I really like, I feel like you can easily be THE guy who does this in the FGC.
The absence of chip kills was one of SFV's worst idea, you completely dominate your opponent, but there he stands almost invulnerable with his magic pixel, with full ressources, activation, party-time, and in the end, you lose what should have been an easy round, especially with characters for whom activation = robbery (Laura, Blanka, G etc) + it removes the terror factor of characters like E. Honda, knowing your end is coming when cornered with him doing his Hands lol
A video idea that I think would be really cool, would just be this exact video, but with a different game. So that it can be shown how all fighting games utilize the same basic skills, but are implemented and or weighted differently. Maybe even open up an opportunity to do some more collabs to do this kind of thing with a game you don't play as much. Bringing LK back to do this for strive would be dope imo
It would be pretty funny to look at DBFZ in this vain. While it does have a lot fundamentals present to play well, it also has a lot of stuff that allows button mashing to still give opportunities that wouldn’t usually be present in games like umvc3 , skullgirls, mvc2 , and what not . The fact you can stray hit from almost anything to a vanish combo is pretty funny 😅
@@JaiOfManyNames I actually enjoy that interplay of mechanics. Because of the admittedly low damage nature of the game (2-4 touches per character for 3 characters in a single game) hit confirming all your hits into a knockdown mixup situation is incredibly important bc of how flail-y and obnoxious the neutral is. So bc hit confirming is super important, they make it that much easier. Having to confirm from 2 lights into a special is a very different vibe than confirming from a 5 hit beam or a super dash triple A mash autocombo, into a time stop wall bounce lol
@@kyleflournoy7730 I play the hell out of dbfz with my main squad 18/ROSHI/ Krillin. Got to Angel rank and then just been playing casuals off and on with other teams .
@@JaiOfManyNames very defensive team lol I like it. I don't remember my highest rank. I think I got God of destruction with the only team I ever played seriously. Blue Vegeta/piccolo/Gotenks
@@kyleflournoy7730 that sounds like an annoying team. Before ROSHI launched I was runnin 18/Piccolo/Krillin , 18/Baseku/Krillin , and one of my favorites : TEAM DOUBLE DATE: Videl/18/Krillin
nothing has ever been as intimidating as the gods in sf4. I believe that game had one of the highest skill ceilings of all and anyone good at that game is a real beast
It's because 90% of the cast have the mobility of Potemkin from Guilty Gear not to mention there is no air guard and most of the tech requires to bug hitboxes and one last thing 90% of the actual player base are old boned tryhards in the SF saga with most of their characters in B or A rank doesn't matter if you activate to play with people on the same skill level of you the 10000hour Daigo-like tryhard will appear.
One other instance of controlling space Diago showed in round 1 was after the tick throw, the triple dash to push his opponent closer to the corner. You'll see this a lot after a hard knock down, a seriees of dashes to push the opponent before they can stand back up
It’s a valid tactic, just overused by bad players. I think people forget there’s a reason that you factor in an invincible reversal when assessing a characters strength.
I've played fighting games a long time, and the one thing that has evaded me is what to do when pressing my advantage. I have performed XYZ combo that would do good damage, but typically any opponent I respect will defend and take their turn. Frame traps is where I see my game improving most. Thanks for the spotlight on that one! 🙏
Should there be recreations from this epic figting games tournaments moments? I wish there was a practice or challenge mode where you could play against daigo or any player great moments and learn how to deal with those exact same situations. I think that could be the next step for training mode, very good for newcomers, and very nostalgic for those who saw the matches.
Great match, great vid, great explanations. Youre really good at providing informative and concise explanations about things. Would love to see reviews of great fighting game sets in the future. Keep up the good work
The first hit confirm I learned is actually 2Lk -> 2Lk, then if blocked -> 2mk -> hadouken, or if hit -> shoryuken. Its a game changer when I know how to construct a more react-able sequence
Oh my god. It's a fighting game tutorial actually aimed at intermediate play. Usually it's either "jump bad" or "this obscure move can be timed differently to catch them on wake-up BUT only in these 3 specific match-ups and if they don't have a super stock or else they can blah blah....".
this is a very important video. thank you JM. I'll remember these as i continue to play the SF6 Demo ahead of the open beta next weekend thinking about this these are the basic things for fighting games and its a shame they are not in the games themselves for new players.
Yo thanks for the video I love looking back at the fundamentals regardless of creator /player it's always a good thing to refresh your fundamentals I really would love a friendly match and talk and learn more if you ever get to this thanks
Love this video concept! Would like to see the same idea but applied to something like marvel with fundamentals like pushblock, DHC, "chicken block" etc.
this is good shit. i appreciate these kinds of videos (and all of your other content) as someone "new" to the genre. i played the hell out of most classics as a kid, but never actually learned the games' ins and outs. even though i don't really play fighting games these days i dig spectating. it definitely beats american football :)
I think I missed opportunity was talking about empty jumps right before you did cross ups explanation. I’d say empty jumps are just as fundamental as cross ups
Very nice information. Well laid out and broke down. Very good for all fighting game enthusiasts. I’m generally a tekken scrub myself but I love me some other flavors of the fighting game genre. I believe if there was a 15th fundamental here, it would be to remember all the 14 fundamentals whilst in the depths of the pressures in a match especially if you’re in a tournament or even in arcades with lots of people around watching (if those still exist: I can only dream and reminisce) Hope you don’t mind me adding a few toppings to your very well put out content mr. @jmcrofts sir 😅
I would definitely include buffering in neutral. It’s definitely an advanced technique though, since your spacing has to be such that you only connect to whiffed buttons. One of the harder ones was gief cr jab to green hand
a beginner implementation for option selects could be buffering a fireball command while poking with low medium. fireball only comes out when you connect.
I just got my mayflash f500 elite v2 and got back into USF4, evil Ryu is still a menace, been a while since I've used a stick so I'm still getting used to it
Can you please do an introduction to street fighter video? Like lingo or certain tech that is unique to street fighter. As a competitive mortal kombat player I get a bit lost in this new world so I’m really enjoying your approach and how you teach
Great video for beginners! However, I'm confident SFVI will try to do away with as many exploits as possible (kara throw, option selects, Plinking etc).
I'd like to know more about how to bait and punish. One of my biggest weaknesses is not being able to read the opponent. I also struggle knowing when to air-to-air and would like to know more about that.
Focus breaks from SFIV aren't exactly a fundamental SF skill, but it will be relevant again in SF6. Fast multi-hit moves like EX Tatsu or Honda's Hands will break through Drive Impact.
Tick Throw was considered cheating in Street Fighter 2 during the arcade era because there was no way to prevent it, even if blocked until the light punch + light kick system was adopted.
In term of difficulty, frame traps are very high. Miles ahead of options select for instance, as it requires a TON of knowledge to use them, depending on the situation and the character you are facing because it's closely related to your opponent's move list and related frame data. Very advanced topic. OS in another hand are usually a lot less hard to handle as they are most of the time always the same for a dedicated character and not necessarily depends on your opponent's character, at least in a much lower extends compare to frame traps. In short, the OS are more of a generic things: you remember 4/5 of them for your character and you are good to go while you need a deep understanding of your opponent's character's frame data to use your move list properly in order to land your frame trap. Moreover, I think your are missing some other key concepts : - know how to guard (most important factor. Should be number one); - know how to unthrow (kind of related to previous point); - know how to read your life and your opponent's life related to your stock(special/super) to apply a certain game plan; - your 13th point could include throw as well as it's part of a mix-up strategy;
I suppose it depends on the game, but in my personal Street Fighter experience, frame traps are super basic and simple to execute compared to a lot of other options. All you need to understand for frame traps are what the fastest move in that game is and as long as your gap is tight enough you should be golden. Like for SF6, the fastest normals are all gonna be 4 frame startup (technically hitting on the 4th frame). So If you wanna check if you have a safe frame trap string for people pressing buttons, you can just check if the gap is 3 frames or less, and if so it will beat any buttons besides invincible moves and reversals like supers. No need to understand matchups or anything like that as long as the gap is that number or less. This of course varies and SF6 makes it pretty easy to understand using the frame meter compared to a lot of other games, but still.
Maybe a how to train from beginner to ok player when the 6 comes out. I always wanted to be pro but never find a way to train efficiently so if possible if not still great video
I love this video! I think it is very useful for me. I am a casual who played fighting games when I was small, but knew nothing much competitively. I just ran through the single player mode and then shelf the game. Watching you and JWong this past year made me want to try and get better at it, so I am excited in trying SF6 But as complete casual, I’d love to ask more experienced players here: In my noob observations, I see competitive players generally only pokes around. There is no string of long fancy combos. Even 4-hit combos are quite rare. My question is: how important are combos? Do I only need to memorize 1 short and practical one for all common situations? Any help in answering this is appreciated! Thanks!
If you are just starting to get into fighting games, dont focus too much on combos. You would want to learn the fundamentals more than anything because the small damage here and there really adds up, as well as making sure you dont get hit. When you start mastering the fundamentals is when you want to start practicing combos. I see some people spend a lot of time in training mode doing combos and then cant get any hits in game. When you focus on combos first, you start to only look for that combo rather than what is safest. Also when you do start learning combos dont go for the highest damage only, find some that start with different styles of moves for situations where you land a stray hit and will be able to convert off of anything. Some of those high damage combos would also take too many resources and may not put you in a good situation afterwards. A high damage combo means nothing if you die before you can pull it off.
You could do a video on Staggers/staggering and how they're used to open people up to showcase that you don't need Mr. Rushdown of the cast and their left right cross-up specials or flight characters high low stuff exclusively for offense.
heads up those who need it: reversals in street fighter games (as well as some others) doesn't mean invincible, they just mean you inputted it in a way that it comes out first frame possible on wakeup. it's a little confusing but that's mostly the game's definition rather than the community's
To add on to this, a reversal when used in terms of a game mechanic is in fact pressing a move on the first possible frame after being actionable. A reversal when used in reference to a move like a shoryuken, refers to a move that typically has some benefit for being utilized as a reversal (game mechanic) over other moves.
A thing I need as a new player is how to actually practise these things once I have learned about them. If there are 14 fundamentals here, should I go online and get destroyed while I practise one at a time? Or should I go into training mode, which is often boring?
I was one of those people who didn’t use the random block option in training mode. In fact, I think a lot of people may underutilize training modes in games. If you could do a video going over the training mode options in most games and how build you fundamentals and test situations with them I think it can make for a cool video.
That's a great idea
I didn't use random block until P4A to learn hit confirms. It made me much better at not overcommitting and one of the first things I teach people these days is to use random block to get a feel for hit confirming.
There are many videos about this subject, I think jmcrofts may have even done a video on the subject in dbfz. However it's always great to recycle the newbie content whenever a new big release is hitting the market!
Only a brain dead skips training mode so I don’t think a lot of people underutilize it. That’s a reach.
Yeah, that would be great. I'm the kind of people that is willing to lab religiously but I'm kinda lazy to find the most optimal ways to setup the training dummy for different exercises.
1. Controlling space: 3:51
2. Pressing the advantage 4:12
3. Frame traps 4:58
4. Poking 5:54
5. Tick throw 6:45
6. Option select 7:32
7. Whiff punish 8:58
8. Reversal 10:04
9. Crossup 11:18
10 & 11. Anti-air and Air-to-air 12:58
12. Hit confirming 14:01
13. High/Low mixup 15:46
14. Bait and punish 17:25
Thanks
List of Fundamentals:
Full Match no Pauses - 1:24
1.) Controlling Space - 3:51
2.) Pressing the Advantage - 4:09
3.) Frame Traps - 5:05
4.) Poking - 5:53
5.) Tick Throw - 6:45
6.) Option Select - 7:30
7.) Whiff Punish - 8:49
8.) Reversal - 10:00
9.) Cross Up - 11:17
10.) Anti-Air - 12:49
11) Air-to-Air - 12:49
12.) Hit Confirm - 13:59
13.) High/Low Mixups 15:40
14.) Bait and Punish 16:54
Thank you so much for this video.
I love this video. Very educational and insightful! I love that you're able to watch the match at full speed and still point out the things we've gone over thus far. Truly an fgc goat
Im surprised that you didn't mention meaties. That's a very important one, and ties in nicely into the discussion about reversals.
Meaties can be considered a part of "press your advantage", but they are more an advanced technique ;-)
@@Debiruman1666 they definitely could fall under pressing advantage, but I wouldn't consider them to be an advanced technique. Especially given that they are often the number one way that new players get blown out by anyone more experienced, it would be important for new players to learn that there is a name/counterplay for it.
I agree, meaties are what create the fundamental rock paper scissors wakeup game in fighting games. This is right up there in importance with learning to block and learning your bnb's
@@SJNaka101 yeah
This was amazing, wonderful breakdown. Definitely something you'd want to share with a new player.
2:30 well akchually, there are chip kills in sf6 while in burnout. Sorry I had to do it to em.
A true indicator of mastery is when someone takes something difficult and makes it look easy. Daigo IMO is a true master because he makes playing SF look sooooo easy when he plays.
This was great. I haven't play a fighting game for 20 years, but find it extremely interesting to watch. I enjoyed the explanation of the techniques, so I can understand high level play better.
The good old times of SF2 and SF3
@@Tungdil_01 For me it was Super SF2 on my SNES and Soulblade on my PSX. I completely missed the boat on Turbo and basically everything after. I keep thinking about trying Turbo now, because it still has an active online scene.
Yo JM, this is why I subscribed to your channel to begin with - the "great moments in FG history" series, pretty much all of them, and how you break down the match play by play. I've watched them all a number of times, not because I was picking things up (you explained it so well the first time I didn't miss much), but because I just like hearing you break things down lol. This is the content I really like, I feel like you can easily be THE guy who does this in the FGC.
These USF4 CPT videos have been trending on UA-cam again. Just recently rewatched this whole set. Daigo was unstoppable this tournament.
kazunoko would like to have a word with you
Just getting back to the fighting genre after grinding my brain out in MMOs and this video is a freaking gem man. Thank you for making this
There is actually chip kills in sf6, when you're burned out.
I know there's chip damage when you're burned out, but can chip actually kill?
@@LordBaktor Yes it can
The absence of chip kills was one of SFV's worst idea, you completely dominate your opponent, but there he stands almost invulnerable with his magic pixel, with full ressources, activation, party-time, and in the end, you lose what should have been an easy round, especially with characters for whom activation = robbery (Laura, Blanka, G etc) + it removes the terror factor of characters like E. Honda, knowing your end is coming when cornered with him doing his Hands lol
A video idea that I think would be really cool, would just be this exact video, but with a different game. So that it can be shown how all fighting games utilize the same basic skills, but are implemented and or weighted differently.
Maybe even open up an opportunity to do some more collabs to do this kind of thing with a game you don't play as much. Bringing LK back to do this for strive would be dope imo
It would be pretty funny to look at DBFZ in this vain. While it does have a lot fundamentals present to play well, it also has a lot of stuff that allows button mashing to still give opportunities that wouldn’t usually be present in games like umvc3 , skullgirls, mvc2 , and what not . The fact you can stray hit from almost anything to a vanish combo is pretty funny 😅
@@JaiOfManyNames I actually enjoy that interplay of mechanics.
Because of the admittedly low damage nature of the game (2-4 touches per character for 3 characters in a single game) hit confirming all your hits into a knockdown mixup situation is incredibly important bc of how flail-y and obnoxious the neutral is. So bc hit confirming is super important, they make it that much easier.
Having to confirm from 2 lights into a special is a very different vibe than confirming from a 5 hit beam or a super dash triple A mash autocombo, into a time stop wall bounce lol
@@kyleflournoy7730 I play the hell out of dbfz with my main squad 18/ROSHI/ Krillin. Got to Angel rank and then just been playing casuals off and on with other teams .
@@JaiOfManyNames very defensive team lol I like it. I don't remember my highest rank. I think I got God of destruction with the only team I ever played seriously. Blue Vegeta/piccolo/Gotenks
@@kyleflournoy7730 that sounds like an annoying team. Before ROSHI launched I was runnin 18/Piccolo/Krillin , 18/Baseku/Krillin , and one of my favorites : TEAM DOUBLE DATE: Videl/18/Krillin
I like this format for your channel. Pointing out and breaking down high level play into basic fundamentals is really interesting. Thanks
This is insanely useful man! This type of video can be more helpful than other common tutorials in my opinion
nothing has ever been as intimidating as the gods in sf4. I believe that game had one of the highest skill ceilings of all and anyone good at that game is a real beast
Sf6 looks like it has a big skill ceiling as well, maybe not as high as usf4, but definitely higher than sf5
@@BilalKhan-ng3ex Bro SFV's skill ceiling is lower than its skill floor😂
@@BilalKhan-ng3ex I agree it seems that way but we'll just have to wait and see. back in the sf4 days balancing was a lot slower asnd more thought out
It's because 90% of the cast have the mobility of Potemkin from Guilty Gear not to mention there is no air guard and most of the tech requires to bug hitboxes and one last thing 90% of the actual player base are old boned tryhards in the SF saga with most of their characters in B or A rank doesn't matter if you activate to play with people on the same skill level of you the 10000hour Daigo-like tryhard will appear.
@@pabloxmaster1892👻
Just bought street fighter IV yesterday for $6 love it. Reminds me of Capcom vs SNK2
One other instance of controlling space Diago showed in round 1 was after the tick throw, the triple dash to push his opponent closer to the corner. You'll see this a lot after a hard knock down, a seriees of dashes to push the opponent before they can stand back up
umeshoryu is essentially a scrub dp backed by true confidence and knowledge
XD
umeshoryu is an os actually
A key realization in any fighting game is that the only thing separating a good decision from a bad one is the fact that a good decision is right
It’s a valid tactic, just overused by bad players. I think people forget there’s a reason that you factor in an invincible reversal when assessing a characters strength.
Wong says better players can't beat him because he simply gets and perfects the fundamentals better then they do.
A very great video , keep up the analysis for old matches; always a pleasure to watch
I've played fighting games a long time, and the one thing that has evaded me is what to do when pressing my advantage. I have performed XYZ combo that would do good damage, but typically any opponent I respect will defend and take their turn. Frame traps is where I see my game improving most. Thanks for the spotlight on that one! 🙏
Should there be recreations from this epic figting games tournaments moments? I wish there was a practice or challenge mode where you could play against daigo or any player great moments and learn how to deal with those exact same situations. I think that could be the next step for training mode, very good for newcomers, and very nostalgic for those who saw the matches.
Great match, great vid, great explanations. Youre really good at providing informative and concise explanations about things. Would love to see reviews of great fighting game sets in the future. Keep up the good work
This is such a great format and very detailed. Thanks, man!
Punk is a hit confirm GOD lol. He has the craziest confirms
The first hit confirm I learned is actually 2Lk -> 2Lk, then if blocked -> 2mk -> hadouken, or if hit -> shoryuken. Its a game changer when I know how to construct a more react-able sequence
Thanks for taking the time! Loving this kind of content.
Awesome video, really enjoying this one
This video earnt my subscription, you make good FG content, and present advanced techs in digestable chunks
Oh my god. It's a fighting game tutorial actually aimed at intermediate play. Usually it's either "jump bad" or "this obscure move can be timed differently to catch them on wake-up BUT only in these 3 specific match-ups and if they don't have a super stock or else they can blah blah....".
There’s a couple of Kara-throws in this match too that could’ve been thrown in there :o
this is a very important video. thank you JM. I'll remember these as i continue to play the SF6 Demo ahead of the open beta next weekend
thinking about this these are the basic things for fighting games and its a shame they are not in the games themselves for new players.
This is a good example of Knowledge is power.
France is bacon.
i want more videos like this about educating players. thanks Jm :D
Thank you, learned a lot. I'm new to fighting games and there so many expressions. This video helped me
Nice use of the SF6 BGM! So chill.
Excellent video - dense information in the match, really well explained with great examples. Definitely reference material.
crouching medium punch/sweep option select blew my mind
Yo thanks for the video I love looking back at the fundamentals regardless of creator /player it's always a good thing to refresh your fundamentals I really would love a friendly match and talk and learn more if you ever get to this thanks
Thanks for your stuff !!
Wonderful video. Thank you JM
Love this video concept! Would like to see the same idea but applied to something like marvel with fundamentals like pushblock, DHC, "chicken block" etc.
good job JM. Very good fundamentals video.
this is good shit. i appreciate these kinds of videos (and all of your other content) as someone "new" to the genre. i played the hell out of most classics as a kid, but never actually learned the games' ins and outs. even though i don't really play fighting games these days i dig spectating. it definitely beats american football :)
Such an amazing video, I really appreciate how it was all broken down.
I think I missed opportunity was talking about empty jumps right before you did cross ups explanation. I’d say empty jumps are just as fundamental as cross ups
I've been living somewhere where i have really bad connection, for a while now, and god damn i miss fighting games so much.
This is one of the best educational channels.
CPT 2014 oh man, seems it was yesterday 😥
Very nice information. Well laid out and broke down. Very good for all fighting game enthusiasts. I’m generally a tekken scrub myself but I love me some other flavors of the fighting game genre. I believe if there was a 15th fundamental here, it would be to remember all the 14 fundamentals whilst in the depths of the pressures in a match especially if you’re in a tournament or even in arcades with lots of people around watching (if those still exist: I can only dream and reminisce)
Hope you don’t mind me adding a few toppings to your very well put out content mr. @jmcrofts sir 😅
Man a lot of these fundamentals are in tekken 7, tho we don’t have good anti airs for Akuma and geese
These videos are awesome love the match breakdown’s!
I would definitely include buffering in neutral. It’s definitely an advanced technique though, since your spacing has to be such that you only connect to whiffed buttons.
One of the harder ones was gief cr jab to green hand
Please make one about canceling out of moves, and converting combos…!
still can't get cancels down for whatever reason. Drives me nuts :D
@@AsmodeusMictian you’re either going too fast or too slow. Also the normal has to be special cancelable.
@@AsmodeusMictian I swear!
@@justingoers Luckily, I don't need to worry about that shit! Thanks Nagoriyuki
This video was so cool! Thanks man!
a beginner implementation for option selects could be buffering a fireball command while poking with low medium. fireball only comes out when you connect.
Wow, this video was really interesting, thanks man
Great vid, imma watch it multiple times
The Gen thumbnail made me come here. Gen is easily the most awesome fighting game character in existence.
The missions in GG:Strive were super helpful
Great explanations!
13:45 another fundamental: chipping the opponent out!
(Note: very game-dependent :P)
Title: Watch this Daigo match to learm 14 figthing games fundamentals.
[Uses a Street Fighter 4 match]
My honest reaction:
☝️🤓
No better example of bait and punish that evo moment 37
I see a thumbnail with USF, i come to watch and upvote :D
I just got my mayflash f500 elite v2 and got back into USF4, evil Ryu is still a menace, been a while since I've used a stick so I'm still getting used to it
Can you please do an introduction to street fighter video? Like lingo or certain tech that is unique to street fighter. As a competitive mortal kombat player I get a bit lost in this new world so I’m really enjoying your approach and how you teach
My bnb has always been pokes and spacing. I definitely need to practicing pressing advantage
This Daigo AND XIAN match can teach you 14 fundamentals. Don't undersell my boy Xian!
Great video for beginners! However, I'm confident SFVI will try to do away with as many exploits as possible (kara throw, option selects, Plinking etc).
Lot of fundamentals, personally gotta train more those hit confirms to build muscle memory
Yes, analysis, but with counting is good for unga brain. Thanks for your numbers, numbers man.
I'd like to know more about how to bait and punish. One of my biggest weaknesses is not being able to read the opponent. I also struggle knowing when to air-to-air and would like to know more about that.
Love this video!
I wish SFIV wasnt dead online, now that I'm starting to learn
Focus breaks from SFIV aren't exactly a fundamental SF skill, but it will be relevant again in SF6. Fast multi-hit moves like EX Tatsu or Honda's Hands will break through Drive Impact.
Really helpful video thanks ;O
I think I like 4 compared to 5and6
Same
Tick Throw was considered cheating in Street Fighter 2 during the arcade era because there was no way to prevent it, even if blocked until the light punch + light kick system was adopted.
This is super cool, what order would you suggest folks practice these things?
This was great. Can you do a video about grapplers?
daig
o
Oh?
In term of difficulty, frame traps are very high. Miles ahead of options select for instance, as it requires a TON of knowledge to use them, depending on the situation and the character you are facing because it's closely related to your opponent's move list and related frame data. Very advanced topic.
OS in another hand are usually a lot less hard to handle as they are most of the time always the same for a dedicated character and not necessarily depends on your opponent's character, at least in a much lower extends compare to frame traps.
In short, the OS are more of a generic things: you remember 4/5 of them for your character and you are good to go while you need a deep understanding of your opponent's character's frame data to use your move list properly in order to land your frame trap.
Moreover, I think your are missing some other key concepts :
- know how to guard (most important factor. Should be number one);
- know how to unthrow (kind of related to previous point);
- know how to read your life and your opponent's life related to your stock(special/super) to apply a certain game plan;
- your 13th point could include throw as well as it's part of a mix-up strategy;
I suppose it depends on the game, but in my personal Street Fighter experience, frame traps are super basic and simple to execute compared to a lot of other options. All you need to understand for frame traps are what the fastest move in that game is and as long as your gap is tight enough you should be golden. Like for SF6, the fastest normals are all gonna be 4 frame startup (technically hitting on the 4th frame). So If you wanna check if you have a safe frame trap string for people pressing buttons, you can just check if the gap is 3 frames or less, and if so it will beat any buttons besides invincible moves and reversals like supers. No need to understand matchups or anything like that as long as the gap is that number or less. This of course varies and SF6 makes it pretty easy to understand using the frame meter compared to a lot of other games, but still.
You can Option select with di in sf6 .
Im waiting for "Happy Ryu"... one day.
Hey JMcrofts could you do a breakdown of the match between Momochi at Stunfest Grand Finals vs Daigo.
Maybe a how to train from beginner to ok player when the 6 comes out. I always wanted to be pro but never find a way to train efficiently so if possible if not still great video
Such a great match!
@3:52 Is that a Flying Dragon sfx @jmcrofts ?
I love this video! I think it is very useful for me. I am a casual who played fighting games when I was small, but knew nothing much competitively. I just ran through the single player mode and then shelf the game.
Watching you and JWong this past year made me want to try and get better at it, so I am excited in trying SF6
But as complete casual, I’d love to ask more experienced players here:
In my noob observations, I see competitive players generally only pokes around. There is no string of long fancy combos. Even 4-hit combos are quite rare. My question is: how important are combos? Do I only need to memorize 1 short and practical one for all common situations?
Any help in answering this is appreciated! Thanks!
If you are just starting to get into fighting games, dont focus too much on combos. You would want to learn the fundamentals more than anything because the small damage here and there really adds up, as well as making sure you dont get hit. When you start mastering the fundamentals is when you want to start practicing combos. I see some people spend a lot of time in training mode doing combos and then cant get any hits in game. When you focus on combos first, you start to only look for that combo rather than what is safest. Also when you do start learning combos dont go for the highest damage only, find some that start with different styles of moves for situations where you land a stray hit and will be able to convert off of anything. Some of those high damage combos would also take too many resources and may not put you in a good situation afterwards. A high damage combo means nothing if you die before you can pull it off.
Different styles as in a long range poke or a quick low jab to beat out an opponents pressure.
You could do a video on Staggers/staggering and how they're used to open people up to showcase that you don't need Mr. Rushdown of the cast and their left right cross-up specials or flight characters high low stuff exclusively for offense.
Can you be chip killed in SF6 while in burnout?
Yup
Video title fits your average Daigo match tbf
heads up those who need it: reversals in street fighter games (as well as some others) doesn't mean invincible, they just mean you inputted it in a way that it comes out first frame possible on wakeup. it's a little confusing but that's mostly the game's definition rather than the community's
To add on to this, a reversal when used in terms of a game mechanic is in fact pressing a move on the first possible frame after being actionable. A reversal when used in reference to a move like a shoryuken, refers to a move that typically has some benefit for being utilized as a reversal (game mechanic) over other moves.
Focus > Drive
I'm high as heck and thought my guy Jcroft was sitting under daigo😂😂😂
Is this the first video with 60fps? Or did you upgrade your camera? It looks so smooth👌🏻
Id love to see another historical set breakdown, maybe something from marvel or skullgirls?
A thing I need as a new player is how to actually practise these things once I have learned about them. If there are 14 fundamentals here, should I go online and get destroyed while I practise one at a time? Or should I go into training mode, which is often boring?