As someone who comes from lots of anime fighters and games that are far less neutral/footsies focused, this video explained in 4 minutes what I couldn't figure out in like a decade of playing fighting games.
> anime fighters and games that are far less neutral/footsies focused What does this even mean? All fighting games have neutral and of course they have a focus. Both players start a round not hitting each other, and in every fighting game you have to get an opportunity to hit them to reveal itself. You have to open up your opponent to get hit, how does this differ in Anime fighters? Just because it has an air dash?
@@Taziod He probably means that anime games sometimes have instant teleports, running, airdashes for everyone, air blocking etc. Of course they have neutral but there are more ways to skip it
@@Taziod Play DBFZ and tell me that game has a focus on neutral. When I say focus I MEAN focus. Something like DBFZ or even Guilty Gear XRD has much less emphasis on neutral/footsies and much more on one party having an advantage and many ways for characters to entirely skip the neutral game (i.e DBFZ's superdashing, Guilty Gear Xrd's YRCs, etc). Something like Street Fighter has much more focus on neutral, and especially footsies, than those games. That's not to say anime fighters don't HAVE neutral, but they sure don't have nearly as much of it. Street Fighter 6 is the only game I've played seriously that has frequent moments of both parties just moving back and forth rather than attacking at all.
@@Taziod They mean that, by and large, anime games give you stronger tools to transition from neutral to offense. A poke in Street Fighter is usually minus on block and either uncancelable, or has limited combo potential. Whether my poke hits or gets blocked in SF, the most I can typically hope to do is a short combo or frametrap with a fireball or something, and then return to playing neutral. Pokes in anime games are often designed to be easier to convert into pressure or full combos ending in an oki setup. People refer to anime games as "less neutral/footsies focused" because they are usually designed around tools that allow you to consistently and safely begin offense off of a single neutral interaction, as opposed to games like SF where neutral interactions often reset back to neutral unless you're taking a larger risk like a jump in. Is it kinda reductive? Sure, but so is being a pedant about it when what people mean by it should be pretty clear.
@@Taziod I feel it's cause canceling moves in anime fighters is more lenient so usually blockstrings are longer, there are safe special moves you can cancel, staggering is different; you return to neutral more often than not at the end of it. Stealing turns is more common here than in anime fighters.
I feel like spacing traps are infinitely more important in a game like SF6, than they've ever been before. Purely because there's so few moves in the game that are plus on block, it naturally necessitates spacing traps as a core aspect of your offensive game plan. You can't just structure your offence around moves being plus anymore.
It's say it's more because Punish Counter is a thing. The pressure and frame data in SF6 doesn't seem too much different from SFV if I'm being honest, particularly when you add in Drive Rush and burnout which makes things more plus. The fact that punishing someone leads into a easy to confirm big daddy combo is what's different. In SFV and Strive you needed to counter hit them to get that.
I think a lot of newcomers to fighting games are intimidated by terms like frame traps or spacing traps or throw loops when those things aren’t exactly nuclear rocket science that you can only use if you’re ascended to higher spheres. They’re the opposite, they’re tricks you use so you have to think less about those parts of the game. They are handy shortcuts everybody can use, and so can you.
@@GriFFonRec4 This times ten. Neutral in SF6 is super stressful, especially against characters like Ryu, Marisa, and Zangief. Getting caught by a spacing trap and watching them make me pay for it with 50%-60% damage makes me wince so hard. The risk/reward ratio in SF6 is wild.
I've been playing fighting games for 2-3 years and learning this just now might be the single most important thing I've learned. I felt my third eye open. Also I was thinking "but what about my character" and then you showed every character. Great edit +10
Yeah this helped so much with my juri I am stuck in platinum trying to elevate my game (been playing fighting games, specifically sf6 for only 2 months) and now I am trying to implement this because I am really bad at footsies and going into a opponents space and punishing there whiff, to the point where I get punished so much for trying to bait but not doing it right but this made that step seem so much easier.
@@bruselsproutgaming7615bro how do i tell you im experiencing the same thing, i just recently saw the machaboo triangle the other day and i was like "sweet, now my neutral can start to improve" and then suffered. Here's hoping with the implementation of this that it works out better
Note that you have a thinner hitbox when standing than when you're crouching. So if you want a move to whiff don't default to going straight to crouch block after every attack.
So much of neutral is anticipation, and I feel that's the most overlooked thing about neutral because we hear about "reaction" whiff punishes so much. As Krakatoa said in his neutral video, if you're waiting react to everything in neutral, you're operating on a delay. You'll rarely have the right answer at the right time again players good at aggression.
It's a testament (HUE HUE) to Sajam's skill of presenting and explaining ideas that even though I know most of this stuff, it's just cathartic to hear him to articulate it. You know what I mean? Also shoutouts to giving a glimpse to the Sajam Multi-verse and seeing your clones in other timelines labbing in SFVI that shits crazy
A perfect title summarizing an ongoing thesis of fighting game approachability. I appreciate your efforts to make the complexity of fighting games more understandable and less anxiety producing than they often are for the new and intermediate. This is a great genre of game and the more people can experience the complex mix of competition and discovery that fighting games encapsulate, the better!
This video indirectly shows why Parry is important. When you parry an attack it shortens the pushback leaving you closer as the defender. Which is a way to defeat the spacing trap. As usual, thanks Sensei Sajam!
Even when talking about actually wiff punishes in neutral, not spacing traps but actually reacting to someone wiffing a poke, you don't necessarily need to react in time to punish, you just need to react in time to get any sort of advantage. So you can do something like dash in with a light, so that if they press another button they get hit and if they block you get a tick throw. Or use your own poke afterwards and try to make sure it's at least blocked... Because if it gets blocked, you can set up a spacing trap. It can absolutely be useful to be able to wiff punish on reaction for a garenteed hit, but it's far from necessary.
Рік тому+8
So I guess from first principles, the idea is: Find a button that's negative on block but leaves you fairly far away; ideally follow it up with a button that's safe on block, just in case.
Thank you SO MUCH for making this video. I've haven't really thought about this angle of SF6 since I've been more focused on the drive rush pressure and defensive side of things and neutral confirms have been a big problem for me. This will definitely be helping me a ton as I try and improve.
At very high levels, footsies is a bit of laser vision reactions (Punk etc) HOWEVER since 99.99% of us won't be winning EVO this year, this method works just fine for the rest of us. Thanks for the video.
Oh wow, actually visualizing this side by side is so good for people that need to see what your explaining. So many tutorials I've seen just talk about the idea but don't show more examples. This is big
This is so helpful, thanks a lot for this and all your other SF6 breakdowns! You always make techs feel like I don’t need to be crazy high-level to pull it off, and now this helps me learn why it seems my opponents always manage to whiff punish me but I can’t react to them. Thank you!!
I wrote a comment on the last video about how i struggle with reactions. I wonder if sajam is paying attention because this is the exact video i needed. Gonna work on opening up my oponents with this a lot. Thanks dude.
Perfectly timed video. I really struggled last night opening people up because I didn't know how to punish them after getting into that poking range. Gonna have to get back in the lab and learn what moves I can chain together to get this effect.
As someone who hasn't touched a fighting game since Tekken 3 (and Def Jam + Virtua Fighter 5 as one of the Yakuza mini games) and solely been consuming it as a spectator, you, Maximilian Dood and Justin Wong make it such a fun and easy way to understand and appreciate the genre more! Bless 🙏
Was actually thinking about this yesterday after my SF6 session. Great explanation and demonstration. It will take me a bit to get used to, but this will definitely help me in the long run. Much appreciated!
This was insanely helpful to me. I've been struggling with trying to react to pokes since the game came out, didn't know spacing traps were a thing. Will try to do this more from now on
FANTASTIC video Sajam! Ive been playing fighting games for a long time now but now im actually getting into the frame data/whiff punish/spacing/OS etc... the good stuff 😊
Sajam I have to sincerely thank you so much for this, for years I've thought that whiff punishing was just waiting for your opponent to do a move in neutral and then reacting to it, but this opened my eyes and is going to completely change how I play fighting games in the best way, thank you very much for this!
I don't know why I've never been introduced to this concept before. My only other fighter was KI and I noticed a peculiarity where my go-to frame trap with Kim Wu would fail against Sabrewulf because his st. medium punch had so much more range than my frame trap follow-up and the spacing just barely allowed him to beat me even though I was playing by the math correctly. I never encountered this concept outside of that one situation that kept frustrating me... or so I thought. Now I think I've been falling prey to this shit in a variety of matchups without ever realizing it.
The teacher we all need, but don't deserve. I was live for this. Expected it would show up in a youtube video. Beautifully crafted and condensed (editing and all that) Bring back Rumbelverse
perfect video for me right now. i’ve really been trying to work on my footsies and have been struggling with the reaction part. this is good to know lol.
Just had a lecture on microelectronics where my professor said that the ways that we used to look at circuits are totally inefficient and we would make it “simple, stupid”. Technically what footises is, is just punishing the opponent for whiffing a move and intuitively we would think I need to react to their normals and input my own. But that isn’t necessarily easy and would need heavy conditioning and practice to pull consistently. Even players who are known for their hit confirms and whiff punishes can’t do it 100% of the time. But making it “simple, stupid” is what is happening here. Spacing traps don’t need you to do anything to get that punish. It’s automatic. You are waiting for them to slip up. Or sometimes just spacing out your normals in neutral when you see that they whiff random buttons can also result in a whiff punish. If you can’t raw react, if you can’t take it time to practice raw reacting then find ways to dumb it down so you can also replicate whiff punishing without it being as taxing as it would seem
Damn, what a lesson! "if you think that's what footsies is, then you just don't get it" Yep, I didn't get it till now haha Thanks for the class, man! time to hit the lab!
'spacing trap' is a term I've heard in passing before, but I didn't realise its something I've just been doing all this time in other games, who cares if you're minus if the opponent can't actually reach you?
This so much. Having strong reactions is good, but just like with anything else, there's flowcharting involved so you make a move in the best way, even if it isn't the right move for what your opponent decided to do. It covers an option, so it's worth throwing out (if the risk is acceptable)
I kinda somewhat about knew this somewhere in my subconscious, but I've never thought about it consciously until now. Now I know another part of my game plan that needs improvement both on offense and defense.
Trying to learn this, and idk if I'm doing something wrong but the spacing seems extremely tight. I set Dee Jay to do a 2LK then do the MK with Marisa. I tried against Luke which felt a ***lot*** easier. Do I have to learn the spacings and which moves work for each character?
Something I find so funny, is before these were referred to as spacing traps someone from my locals called them space traps and we all had a good laugh about it. 2 years later everyones referring to it as spacing traps haha
Reminds me of something super useful in strive. ABA normal mode 236k>2p>6>rekka1>2. 236k is 0 on block and her 2p is 4f which is faster than almost the entire casts 2ps. Only thing you have to worry about is DPS and they're easy to bait, you can just block. If they do fall for the frame trap tho, I land a rekka, get a crap load of gauge, an skd, and plenty of time to install.
bro fighting games are so incredibly hard to grasp. In this short video, I understood a very important concept that i'm sure will greatly improve my neutral. But then I think to myself, how many other vital concepts are there that I dont know about
You only get to really play the game after you leave the early ranks, until then it's just waiting for the other person to do something dumb and punishing them Neutral in Bronze is just standing still
I was slowly coming to this realization by playing naturally but this video just accelerated my game plan. I feel like with a little practice maybe I can get out of my currently league.
Great video. I always had a hard time with friends that try to react to everything and I couldn't figure out to explain to them how I'm not reacting, I'm acting.
This is super true in 2D, but not so much in 3D (Tekken is my game). There are spacing traps, but they're way less useful or way more risky than the 2D equivalent. "Reactions" are often required to get a solid whiff punish in T7.
usually there are some reactions involved, but spacing traps are still important e g. jacks ff1 leaves you spaced to punish with df2, and AKs ws4 leaves you spaced to punish with dark upper. IMO these are both core parts of those characters gameplan
Every character in tekken has stuff around spacing traps, the difference is you don't buffer moves afterwards based on timing, you "see, react, execute, convert" Mashing after your spacing trap doesn't work in tekken due to how recovery on whiff works.
Sajam keepin it real for us common folk just a simple explanation paired with visual examples that's what I love to see.
As someone who comes from lots of anime fighters and games that are far less neutral/footsies focused, this video explained in 4 minutes what I couldn't figure out in like a decade of playing fighting games.
> anime fighters and games that are far less neutral/footsies focused
What does this even mean? All fighting games have neutral and of course they have a focus. Both players start a round not hitting each other, and in every fighting game you have to get an opportunity to hit them to reveal itself. You have to open up your opponent to get hit, how does this differ in Anime fighters? Just because it has an air dash?
@@Taziod He probably means that anime games sometimes have instant teleports, running, airdashes for everyone, air blocking etc. Of course they have neutral but there are more ways to skip it
@@Taziod Play DBFZ and tell me that game has a focus on neutral. When I say focus I MEAN focus. Something like DBFZ or even Guilty Gear XRD has much less emphasis on neutral/footsies and much more on one party having an advantage and many ways for characters to entirely skip the neutral game (i.e DBFZ's superdashing, Guilty Gear Xrd's YRCs, etc). Something like Street Fighter has much more focus on neutral, and especially footsies, than those games. That's not to say anime fighters don't HAVE neutral, but they sure don't have nearly as much of it. Street Fighter 6 is the only game I've played seriously that has frequent moments of both parties just moving back and forth rather than attacking at all.
@@Taziod They mean that, by and large, anime games give you stronger tools to transition from neutral to offense. A poke in Street Fighter is usually minus on block and either uncancelable, or has limited combo potential. Whether my poke hits or gets blocked in SF, the most I can typically hope to do is a short combo or frametrap with a fireball or something, and then return to playing neutral. Pokes in anime games are often designed to be easier to convert into pressure or full combos ending in an oki setup.
People refer to anime games as "less neutral/footsies focused" because they are usually designed around tools that allow you to consistently and safely begin offense off of a single neutral interaction, as opposed to games like SF where neutral interactions often reset back to neutral unless you're taking a larger risk like a jump in. Is it kinda reductive? Sure, but so is being a pedant about it when what people mean by it should be pretty clear.
@@Taziod I feel it's cause canceling moves in anime fighters is more lenient so usually blockstrings are longer, there are safe special moves you can cancel, staggering is different; you return to neutral more often than not at the end of it. Stealing turns is more common here than in anime fighters.
Very good explanation. I now realise laser eyes are not required for all tasks.
Thank you Majas.
I feel like spacing traps are infinitely more important in a game like SF6, than they've ever been before. Purely because there's so few moves in the game that are plus on block, it naturally necessitates spacing traps as a core aspect of your offensive game plan. You can't just structure your offence around moves being plus anymore.
It's say it's more because Punish Counter is a thing. The pressure and frame data in SF6 doesn't seem too much different from SFV if I'm being honest, particularly when you add in Drive Rush and burnout which makes things more plus. The fact that punishing someone leads into a easy to confirm big daddy combo is what's different. In SFV and Strive you needed to counter hit them to get that.
I think a lot of newcomers to fighting games are intimidated by terms like frame traps or spacing traps or throw loops when those things aren’t exactly nuclear rocket science that you can only use if you’re ascended to higher spheres. They’re the opposite, they’re tricks you use so you have to think less about those parts of the game. They are handy shortcuts everybody can use, and so can you.
@@GriFFonRec4 This times ten. Neutral in SF6 is super stressful, especially against characters like Ryu, Marisa, and Zangief. Getting caught by a spacing trap and watching them make me pay for it with 50%-60% damage makes me wince so hard. The risk/reward ratio in SF6 is wild.
Man i can't believe that sajam is skilled enough to pilot 4 characters at the same time. Truly the best SF6 player on the planet.
Damn he's good
I've been playing fighting games for 2-3 years and learning this just now might be the single most important thing I've learned. I felt my third eye open.
Also I was thinking "but what about my character" and then you showed every character. Great edit +10
Some of yall who say this need to play more tekken lol, so much about tekken is baiting your opponent to do a move and whiff punish
@@zharifafiza5550bro missed the entire point of the video
Yeah this helped so much with my juri I am stuck in platinum trying to elevate my game (been playing fighting games, specifically sf6 for only 2 months) and now I am trying to implement this because I am really bad at footsies and going into a opponents space and punishing there whiff, to the point where I get punished so much for trying to bait but not doing it right but this made that step seem so much easier.
@@bruselsproutgaming7615bro how do i tell you im experiencing the same thing, i just recently saw the machaboo triangle the other day and i was like "sweet, now my neutral can start to improve" and then suffered. Here's hoping with the implementation of this that it works out better
@@bruselsproutgaming7615 *their
Note that you have a thinner hitbox when standing than when you're crouching. So if you want a move to whiff don't default to going straight to crouch block after every attack.
Thanks for the hint!
Whenever I see a Sajam video of a few minutes, I know I'm about to become a smarter man
It's like Lao Tzu always said, "You're only minus if you're a bitch"
Almost every game opens up once you realize just because a button is negative doesn't necessarily mean your turn is over.
This is what we did before when there was no frame data available.
Anime players don’t need to learn that lesson, we practically invented it
Love the edits
That split screen gave me the biggest smile
Clutch edits for sure
So much of neutral is anticipation, and I feel that's the most overlooked thing about neutral because we hear about "reaction" whiff punishes so much.
As Krakatoa said in his neutral video, if you're waiting react to everything in neutral, you're operating on a delay. You'll rarely have the right answer at the right time again players good at aggression.
It's a testament (HUE HUE) to Sajam's skill of presenting and explaining ideas that even though I know most of this stuff, it's just cathartic to hear him to articulate it. You know what I mean?
Also shoutouts to giving a glimpse to the Sajam Multi-verse and seeing your clones in other timelines labbing in SFVI that shits crazy
Multi verse (HUE HUE)🤓
2:52 love the call out.
A perfect title summarizing an ongoing thesis of fighting game approachability. I appreciate your efforts to make the complexity of fighting games more understandable and less anxiety producing than they often are for the new and intermediate. This is a great genre of game and the more people can experience the complex mix of competition and discovery that fighting games encapsulate, the better!
This video indirectly shows why Parry is important. When you parry an attack it shortens the pushback leaving you closer as the defender. Which is a way to defeat the spacing trap. As usual, thanks Sensei Sajam!
Parry does not shorten pushback, it adds a push to the attacker, the distance between you is the same.
Even when talking about actually wiff punishes in neutral, not spacing traps but actually reacting to someone wiffing a poke, you don't necessarily need to react in time to punish, you just need to react in time to get any sort of advantage. So you can do something like dash in with a light, so that if they press another button they get hit and if they block you get a tick throw. Or use your own poke afterwards and try to make sure it's at least blocked... Because if it gets blocked, you can set up a spacing trap. It can absolutely be useful to be able to wiff punish on reaction for a garenteed hit, but it's far from necessary.
So I guess from first principles, the idea is: Find a button that's negative on block but leaves you fairly far away; ideally follow it up with a button that's safe on block, just in case.
Thank you SO MUCH for making this video. I've haven't really thought about this angle of SF6 since I've been more focused on the drive rush pressure and defensive side of things and neutral confirms have been a big problem for me. This will definitely be helping me a ton as I try and improve.
At very high levels, footsies is a bit of laser vision reactions (Punk etc) HOWEVER since 99.99% of us won't be winning EVO this year, this method works just fine for the rest of us. Thanks for the video.
4 months, going from silver 1 to diamond 1, and I’m still coming back to this video to learn
Oh wow, actually visualizing this side by side is so good for people that need to see what your explaining. So many tutorials I've seen just talk about the idea but don't show more examples. This is big
This is so helpful, thanks a lot for this and all your other SF6 breakdowns! You always make techs feel like I don’t need to be crazy high-level to pull it off, and now this helps me learn why it seems my opponents always manage to whiff punish me but I can’t react to them. Thank you!!
I wrote a comment on the last video about how i struggle with reactions. I wonder if sajam is paying attention because this is the exact video i needed. Gonna work on opening up my oponents with this a lot. Thanks dude.
Perfectly timed video. I really struggled last night opening people up because I didn't know how to punish them after getting into that poking range. Gonna have to get back in the lab and learn what moves I can chain together to get this effect.
As someone who hasn't touched a fighting game since Tekken 3 (and Def Jam + Virtua Fighter 5 as one of the Yakuza mini games) and solely been consuming it as a spectator, you, Maximilian Dood and Justin Wong make it such a fun and easy way to understand and appreciate the genre more! Bless 🙏
its helpful seeing most of the cast doing this concept youre showing off, thanks for including all types of characters doing this
This was one of the most helpful videos I’ve seen on fighting games
Mr. Sajam helping me past my skill plateau, yessir
Was actually thinking about this yesterday after my SF6 session. Great explanation and demonstration. It will take me a bit to get used to, but this will definitely help me in the long run. Much appreciated!
This was insanely helpful to me. I've been struggling with trying to react to pokes since the game came out, didn't know spacing traps were a thing. Will try to do this more from now on
FANTASTIC video Sajam! Ive been playing fighting games for a long time now but now im actually getting into the frame data/whiff punish/spacing/OS etc... the good stuff 😊
Short, informative, and well edited. Could not ask for better tutorials than the ones you put out.
love you for including everyone. I've gotten so used to tip videos being for everyone but grapplers lmao
Sajam I have to sincerely thank you so much for this, for years I've thought that whiff punishing was just waiting for your opponent to do a move in neutral and then reacting to it, but this opened my eyes and is going to completely change how I play fighting games in the best way, thank you very much for this!
I like how he explains the concepts. Everything makes sense.
Thank for showing every example! Even if can be easy to find on my main, sometimes i'll just be completely oblivious on what works for my character.
This edit was crazy. I knew it was useful. I appreciate your Cliffnotes on how to play with Chun. Sajam your like a viable UltraChen 2.0
The editing on this is top notch, really drives the point home.
I dont know how you do it but the way you explain things just makes sense, thank you
this helped me a lot. finally got my cammy to gold. Awesome video as always dude. Thanks alot
I miss the unrelated anecdotes at the end of the videos, they always had some great wisdom to dispense.
I don't know why I've never been introduced to this concept before. My only other fighter was KI and I noticed a peculiarity where my go-to frame trap with Kim Wu would fail against Sabrewulf because his st. medium punch had so much more range than my frame trap follow-up and the spacing just barely allowed him to beat me even though I was playing by the math correctly. I never encountered this concept outside of that one situation that kept frustrating me... or so I thought. Now I think I've been falling prey to this shit in a variety of matchups without ever realizing it.
This video is a nice follow-up to the Percival "learning how to learn" video.
possibly the most important sf6 video right now. This game is and will be all about spacing traps
Bro, this explanation was so helpful. Much love 🙏
The teacher we all need, but don't deserve.
I was live for this. Expected it would show up in a youtube video.
Beautifully crafted and condensed (editing and all that)
Bring back Rumbelverse
and just like that another subscriber. thank you for simple and effective tutorials
You don't need to see why kids love the taste of cinnamon toast crunch, as long as you're well spaced
This was in fact incredibly helpful. Thank you.
perfect video for me right now. i’ve really been trying to work on my footsies and have been struggling with the reaction part. this is good to know lol.
Sajam, brother, I have shown this video to so many people, you are amazing.
As a Kimberly standing MK _enjoyer_ this is where 30% of my damage comes from.
i appreciate you showing an example with all characters 🙏
Just had a lecture on microelectronics where my professor said that the ways that we used to look at circuits are totally inefficient and we would make it “simple, stupid”. Technically what footises is, is just punishing the opponent for whiffing a move and intuitively we would think I need to react to their normals and input my own. But that isn’t necessarily easy and would need heavy conditioning and practice to pull consistently. Even players who are known for their hit confirms and whiff punishes can’t do it 100% of the time. But making it “simple, stupid” is what is happening here. Spacing traps don’t need you to do anything to get that punish. It’s automatic. You are waiting for them to slip up. Or sometimes just spacing out your normals in neutral when you see that they whiff random buttons can also result in a whiff punish. If you can’t raw react, if you can’t take it time to practice raw reacting then find ways to dumb it down so you can also replicate whiff punishing without it being as taxing as it would seem
Truly one of the greatest tech videos. Thanks man
As a big newbie to SF, I really appreciate showing the move you can do an every character
Damn, what a lesson!
"if you think that's what footsies is, then you just don't get it"
Yep, I didn't get it till now haha
Thanks for the class, man! time to hit the lab!
Moste with the highly efficient multi-screen editing
The power within this thumbnail is truly something to behold.
'spacing trap' is a term I've heard in passing before, but I didn't realise its something I've just been doing all this time in other games, who cares if you're minus if the opponent can't actually reach you?
Man i feel like a buffoon, everyone's talking about how helpful this is and how well explained. And i don't understand a single thing...man
This so much. Having strong reactions is good, but just like with anything else, there's flowcharting involved so you make a move in the best way, even if it isn't the right move for what your opponent decided to do.
It covers an option, so it's worth throwing out (if the risk is acceptable)
These edits are so good!!!
Sajam be keeping the ppl and check and i be living for it. " Stop typing on ur keyboard "
Really good video Sajam. Nice work.
I kinda somewhat about knew this somewhere in my subconscious, but I've never thought about it consciously until now. Now I know another part of my game plan that needs improvement both on offense and defense.
Trying to learn this, and idk if I'm doing something wrong but the spacing seems extremely tight. I set Dee Jay to do a 2LK then do the MK with Marisa.
I tried against Luke which felt a ***lot*** easier. Do I have to learn the spacings and which moves work for each character?
Short answer, yes, long answer, you'll find tools that work on 3-4 characters and cycle those in on a need basis
Stuff like this is amazing, especially for us casuals and newer players, great stuff!
Something I find so funny, is before these were referred to as spacing traps someone from my locals called them space traps and we all had a good laugh about it. 2 years later everyones referring to it as spacing traps haha
11/10 video, as always. Thanks sajam.
Reminds me of something super useful in strive. ABA normal mode 236k>2p>6>rekka1>2. 236k is 0 on block and her 2p is 4f which is faster than almost the entire casts 2ps. Only thing you have to worry about is DPS and they're easy to bait, you can just block. If they do fall for the frame trap tho, I land a rekka, get a crap load of gauge, an skd, and plenty of time to install.
I love the montage of every character proving his point lol
bro fighting games are so incredibly hard to grasp. In this short video, I understood a very important concept that i'm sure will greatly improve my neutral. But then I think to myself, how many other vital concepts are there that I dont know about
Put a neon sign and a star next to this one, folks. This is a big one you will need to reference for the rest of your fighting game career.
He literally gave us everything we wanted. That Sajam guy alright by me.
bruh i've been playing fighting games since 2017, and never realized stuff like this
Thumbnail is golden
Can't wait to try this in Gold 1...... DRIVE IMPACT!!!!!!!!!!!
You only get to really play the game after you leave the early ranks, until then it's just waiting for the other person to do something dumb and punishing them
Neutral in Bronze is just standing still
Or wait for my opponent to burn out from spamming DI. "Oh cool, I can play the Street Fighter video game now."
If you’re using a safe enough move after the spacing trap you can still DI back.
@@EasterDude Also if the button is special cancellable you can just let it rip
@@Sorrelhas In diamond it's still like that
I was slowly coming to this realization by playing naturally but this video just accelerated my game plan. I feel like with a little practice maybe I can get out of my currently league.
I feel like I have just been exposed to the secrets of the universe
Great video. I always had a hard time with friends that try to react to everything and I couldn't figure out to explain to them how I'm not reacting, I'm acting.
Its crazy how much fun this game is
something I don't get, won't the person blocking understand they don't have the space for their punish and use something with more range instead?
This in particular takes alot of matchup knowledge though but it's a good tool to have.
"Stop typing on your keybord" lovely
I appreciate the video editor.
As an aspiring Dee Jay, his example being HK into HK makes me laugh, and I can't quite decipher what feeling is behind that laugh.
schadenfreude
Take notes and study this my fellow platinum boys! Let's grind together!
"Stop typing on your keyboard"😂😂
This is super true in 2D, but not so much in 3D (Tekken is my game). There are spacing traps, but they're way less useful or way more risky than the 2D equivalent.
"Reactions" are often required to get a solid whiff punish in T7.
usually there are some reactions involved, but spacing traps are still important
e g. jacks ff1 leaves you spaced to punish with df2, and AKs ws4 leaves you spaced to punish with dark upper. IMO these are both core parts of those characters gameplan
Every character in tekken has stuff around spacing traps, the difference is you don't buffer moves afterwards based on timing, you "see, react, execute, convert"
Mashing after your spacing trap doesn't work in tekken due to how recovery on whiff works.
3:40 is what he's describing technically an option select?
Downloaded. Thanks!
always heard the word spacing but never actually knew what is was LMAOo
Sajam with the real game guides
My brain has just expanded by 20%
Marisa: “Shh be very very quiet I’m hunting whiff punishes Hehehe”
What about reactions to hit confirm? Im very bad at reacting to my opp getting hit by pokes
Godlike edits!
P.S. when you covered your eyes, I hope that was enough evidence that reactions are not needed to convince people XD
Thanks sajam