nice to see that you, as the teacher, answer comments when people are unclear. i think you were on my GFWL friends list for sf4. i was Playgfder2 and EGGPLANT303 (rose main) peace
dumb question ive watched this a few times but tiny scene at home sadly. in theory say i use a move thats +2 on block they react with a 4 frame lp and i use a 6frame mp i would beat them out right? Delayed frame traps would be if they waited in a block string and i spaced or used a slower move to capture there option yes? Sorry if this seemed dumb wanted to try and break this all down
this isn't a knock on your video quality but I'm a noob and I've had to watch this video multiple times to get everything down and take notes since some of the terms were unfamiliar. Thanks for the video though I found it.helpful
Paul Treacy Considering how fucking stupid the OP was, I think it's reasonable to assume you couldn't figure that out on your own. That's like a highschooler criticising a medical school because he doesn't understand what the instructors are saying.
I was always a lot more fearful of getting thrown in Ultra because it felt like everyone had a set play off a throw. In 5 though eating a throw doesn't seem as bad with more options for the defender to wake up.
+Krisna Siv (kastle09) I agree. In a lot of case you can just eat the throw and do a quick backroll wakeup and it's back to normal, as long as you weren't cornered.
+BIPPITY BAP BOOP BOP I think you can only do a regular quick wake up like you get with pressing 3 punches. Pressing 3 kicks or holding back will get you the same wakeup. Not just regular grabs but hit grabs act like this too. I wouldn't be surprised if there was an exception due to a glitch.
A silly little question that I've been thinking about over the last few days: I know that throws have 5 frame startup, so if someone does a tick grab off of a +2 normal, will it beat a 3 frame jab? In the case of 2 conflicting normals on a single frame, they simply trade, but I'm not sure what happens when a grab and normal collide on the same frame. EDIT: At 1:03 you say that higher priority normals beat other normals of lower priority on the same frame, and this is the first time I've heard this. Does this mean that characters with a fast kick has an inherent advantage over a character with an equally fast punch? That would actually explain a lot.
+VinceOfAllTrades Throws beat normals if done on the same frame IIRC, and medium normals beat light normals on trades while hard normals beat medium normals.
***** Would you mind elaborating? I assume, generally, specials beat normals and may otherwise have custom priorities. I also assume that aerials lose to grounded attacks, because I use st.LP as my anti-air with quite a lot of success, however it hasn't been consistent against some j.HP/HK and this may be the reason.
I have a question about using DP to anti-air with a shoto. I am having issues inputting the inputs for the DP so it comes out fast enough for it to work. I continue to miss the window of opportunity to put the inputs in. In your opinion does the DP anti-air have to do with reaction time or the anticipation of a jump in so you have more time to properly input the correct inputs? What are your thoughts on using the DP to anti-air?
You should always use anti air DP if you can help it, and make sure you're using the medium one. Your inputs will get faster with time. If you use d/f, d, d/f as your input you can DP without ever standing which gives you more time to do it. You should definitely always be anticipating a jump in, in neutral as a shoto. With enough practice you'll be able to do it even if the jump catches you off guard, but you should hopefully always be considering the opponent could do it.
Solid video again, you mentioned Nash and frame traps, do you have examples of these outside of the ones shown in the video? I've been using basic stuff like dashing in cr.lk > cr.lp into overhead or something.
+GeselIschaft My icon on twitch was goo.gl/5j6C1x and eventually people started saying they imagined me as a sloth, and I thought it was funny so I've done nothing to dispel it. Now most of the fanart I get is of sloths.
+Bafael Dude that is no problem at all. I'm just find that I understand better when reading so I can underline and circle etc. Doesn't matter that it's rough. Thanks muchly!
+TheNewyorkgiants092 You really have to train your reactions. I'm a cammy player, and when I DO react well to counter hits, I completely smoke my opponent.
At the very beginning you say "You generally want to start with a normal that has frame-advantage on block. A meaty attack will have even more frame advantage". What's a meaty attack?
Meaty means the attack is hitting as the opponent while they're getting up off the ground. That way, the attack hits midway through the animation. For example, Laura's standing medium punch is normally +4 on hit and she can't link into anything besides super. But if you do the medium punch early and the opponent wakes up into the middle of it, it's +5 or more and she can combo into 5 frame attacks like her crouching medium punch. Anything else I can elaborate on?
MrBoBoTom frame advantage means you recover before the opponent, which means stuff you do as early as possible will tend to beat stuff they do as early as possible. I go over this in Rising Up 1 and 2 iirc, consider using a fighting game glossary (shoryuken has one) when running into terms like this
Use plain words, less FGC jargon. You don't mention the basic properties of the game enough. When you produce anything explanatory, Think ''Would my mom understand this?'' If she wouldn't, re-write it until you think she would. Wider audience, more views, bigger impact, and your knowledge reaches farther + helps grow the fighting game community--->more diversity-->more competitive, entertaining tournaments-->bigger prize pools-->longer life span of game.
I'm starting to see the matrix instead of all the flashy attacks and boob-ladies. Thanks for the video!
Your intro is my new favourite thing.
Same
nice to see that you, as the teacher, answer comments when people are unclear. i think you were on my GFWL friends list for sf4. i was Playgfder2 and EGGPLANT303 (rose main) peace
dumb question ive watched this a few times but tiny scene at home sadly. in theory say i use a move thats +2 on block they react with a 4 frame lp and i use a 6frame mp i would beat them out right? Delayed frame traps would be if they waited in a block string and i spaced or used a slower move to capture there option yes? Sorry if this seemed dumb wanted to try and break this all down
Not dumb, you nailed it. Yes and yes.
Alright its been rattling in my brain lol also how does delayed throw teching work i have a bit of frame data basics from doa and smash.
Great video. As a player who uses Cammy, its saved my ass more than once.
this isn't a knock on your video quality but I'm a noob and I've had to watch this video multiple times to get everything down and take notes since some of the terms were unfamiliar. Thanks for the video though I found it.helpful
same here
GenesisFrenzy yeah i dont think i learned anything except hit low sometimes and some moves can be countered after a block
You people need to go watch a basics video before moving onto this........
Considering I posted a year ago do you not think I might have done that by now?
Paul Treacy Considering how fucking stupid the OP was, I think it's reasonable to assume you couldn't figure that out on your own. That's like a highschooler criticising a medical school because he doesn't understand what the instructors are saying.
I was always a lot more fearful of getting thrown in Ultra because it felt like everyone had a set play off a throw. In 5 though eating a throw doesn't seem as bad with more options for the defender to wake up.
+Krisna Siv (kastle09) I agree. In a lot of case you can just eat the throw and do a quick backroll wakeup and it's back to normal, as long as you weren't cornered.
+Noctaly You can't backroll on a throw, though.
+RatioNaality yes you can.
+BIPPITY BAP BOOP BOP I think you can only do a regular quick wake up like you get with pressing 3 punches. Pressing 3 kicks or holding back will get you the same wakeup. Not just regular grabs but hit grabs act like this too. I wouldn't be surprised if there was an exception due to a glitch.
+BumbleBTuna huh, what's the difference between them anyway aside from one pushing you back and the other keeping you in place?
A silly little question that I've been thinking about over the last few days: I know that throws have 5 frame startup, so if someone does a tick grab off of a +2 normal, will it beat a 3 frame jab?
In the case of 2 conflicting normals on a single frame, they simply trade, but I'm not sure what happens when a grab and normal collide on the same frame.
EDIT: At 1:03 you say that higher priority normals beat other normals of lower priority on the same frame, and this is the first time I've heard this. Does this mean that characters with a fast kick has an inherent advantage over a character with an equally fast punch? That would actually explain a lot.
VinceOfAllTrades Throw beat normals afaik
+VinceOfAllTrades Kicks and punches don't have priority differences. It's only about lights, mediums, heavies.
+VinceOfAllTrades Throws beat normals if done on the same frame IIRC, and medium normals beat light normals on trades while hard normals beat medium normals.
Bafael is right. Note that this only applies to grounded normals and throws. Specials and jumping normals work like they did in SFIV.
***** Would you mind elaborating? I assume, generally, specials beat normals and may otherwise have custom priorities. I also assume that aerials lose to grounded attacks, because I use st.LP as my anti-air with quite a lot of success, however it hasn't been consistent against some j.HP/HK and this may be the reason.
I have a question about using DP to anti-air with a shoto. I am having issues inputting the inputs for the DP so it comes out fast enough for it to work. I continue to miss the window of opportunity to put the inputs in. In your opinion does the DP anti-air have to do with reaction time or the anticipation of a jump in so you have more time to properly input the correct inputs? What are your thoughts on using the DP to anti-air?
You should always use anti air DP if you can help it, and make sure you're using the medium one. Your inputs will get faster with time. If you use d/f, d, d/f as your input you can DP without ever standing which gives you more time to do it. You should definitely always be anticipating a jump in, in neutral as a shoto. With enough practice you'll be able to do it even if the jump catches you off guard, but you should hopefully always be considering the opponent could do it.
beautiful. Nice and flowy.
Solid video again, you mentioned Nash and frame traps, do you have examples of these outside of the ones shown in the video? I've been using basic stuff like dashing in cr.lk > cr.lp into overhead or something.
if putting some subtitles on, it got be better
So I've lurked your videos for a while, but I suppose I'm at the point where I'm curious; do like sloths a lot or is there something else to it?
+GeselIschaft My icon on twitch was goo.gl/5j6C1x and eventually people started saying they imagined me as a sloth, and I thought it was funny so I've done nothing to dispel it. Now most of the fanart I get is of sloths.
***** That's pretty cute hahah, thanks.
Do you have a written version of your "monologue" by any chance?
+azarel7 pastebin.com/raw/kTuJYBM8 there's the script. Sorry if it's rough, I normally don't publish them
+Bafael Dude that is no problem at all. I'm just find that I understand better when reading so I can underline and circle etc. Doesn't matter that it's rough. Thanks muchly!
( ͡° ͜ʖ ͡°)
Thanks for the tutorials!
Thanks for the google drive!
Great stuff
In my observations, Ken is also one who very heavily relies on frame traps due to his shitty range and slow buttons.
+Un1234l As a Ken player, your observations are right
I'm a Ken player ultra bronze I just practice what works im sure if got this frame trap down I'd be better. Shit is complicated lol
+TheNewyorkgiants092 You really have to train your reactions. I'm a cammy player, and when I DO react well to counter hits, I completely smoke my opponent.
Too difficult for a primer. I appreciate the effort, but you use jargon without explaining what it means.
Give me some examples and I'll explain here and now.
At the very beginning you say "You generally want to start with a normal that has frame-advantage on block. A meaty attack will have even more frame advantage". What's a meaty attack?
Meaty means the attack is hitting as the opponent while they're getting up off the ground. That way, the attack hits midway through the animation. For example, Laura's standing medium punch is normally +4 on hit and she can't link into anything besides super. But if you do the medium punch early and the opponent wakes up into the middle of it, it's +5 or more and she can combo into 5 frame attacks like her crouching medium punch.
Anything else I can elaborate on?
Thanks! Replying to comments after two years, you're a legend!
This is still confusing, what the fuck is a frame advantage?
MrBoBoTom frame advantage means you recover before the opponent, which means stuff you do as early as possible will tend to beat stuff they do as early as possible. I go over this in Rising Up 1 and 2 iirc, consider using a fighting game glossary (shoryuken has one) when running into terms like this
Alright. I watched a few vids and it's still pretty confusing.
Just seems to be Light > best frame advantage
great stuff!
Someone could explain this to a noob?
Thanks Baf
Very helpful!
My gosh, I wish I understood all of that.
What can I help you with?
What about Panty and Stocking though? ;D
Ok ill sub
Damn I'm lost lmao
The google drive link is busted
"drive.google.com/drive/u/0/fo..."
+jv9ufxcy Something weird was happening to automatically shorten the link, so I used a link shortener and now it seems to work.
Man, good video, but please improve your speaking. And get a better mic. Please.
Use plain words, less FGC jargon. You don't mention the basic properties of the game enough. When you produce anything explanatory, Think ''Would my mom understand this?'' If she wouldn't, re-write it until you think she would. Wider audience, more views, bigger impact, and your knowledge reaches farther + helps grow the fighting game community--->more diversity-->more competitive, entertaining tournaments-->bigger prize pools-->longer life span of game.
You should watch the sfiv tutorials instead. Sfv tutorials is like advanced training hence why no one explains hit confirms, plinking, resets and shit