My set up is.... Recording 1: dummy wiggle (f or b movement) then do nothing 2. Wiggle --> jump in 3. Wiggle --> poke 4. Wiggle --> dash in throw 5. Wiggle --> dash in pressure
Just started the game four months ago or so & do use training to practice a bit, but hadn't seen this before. Definitely going to try it. Thanks for posting!
on the surface it is meant to create muscle memory but to a new comer on the game it is sorta not the greatest advice since the game is more focused around who can be as offensive as possible and playing defensive was something to be focused heavily on in the past , it is not so much a thing in sfv . i hate it myself but it is just the style that capcom wanted to go with this game . and no im not saying abandon defense entirely . but at some point you cant just sit back and play defense all day you will need to go in and that is where the game truly begins . how to throw your opponent off so that you can attack more than they do .
Yeah but these are also ways to initiate your offense. Successful AA opportunities can help present your turn for pressure. The same with recognizing your opponent trying to whiff their best button and you punish them for it. its hella better than trying to get your offense starting by unsafe jump ins or doing unsafe special moves and hope you can convert off those opportunities somehow. Part of being able to attack more is recognizing when your turn is and how to initiate it.
My one major gripe with using multiple recorded actions to practice reacting is that the number of the action appears on the screen and I can see it with my peripheral vision easily. I'm thinking maybe to tape the screen over the number. They really need an option to hide it.
I use a sticky note myself for that reason. The ones I have are just the right size to perfectly cover the # up and nothing outside of the recording box is blocked off. But I also turn off inputs when doing this, as they can give certain things away too making it much easier than in a match. But yes, they definitely need to have an option within where it let's you set them to random play if you want to view which one is being played. But I just work with what I've got, lol. And now that S2 frame data is all out, I have a lotttt of very similar work to do on a few characters... Another thing, they really should add an online training mode. Same options and everything, just with a friend instead of a training dummy. Having that option alone would speed things up for me in general. Doing it in BLs is just a buzzkill, rather just learn as I go while fighting a MU than trading BL rounds. Glad this video was made though. Now I have some reference for a newbie friend I'm trying to help step his gameplay up. As well as show him sometimes, you really should/need to lab if you want to improve. At least at a reasonable rate. Plus it'll make matches more fun when you know the answer to a "gimmicky" neutral attack that's spammed instead of guessing on the fly.
What Joshua means to say is that MKX is structured differently in terms of how much it rewards and punishes certain practices, and also what is possible and practical in the game. You can't really reliably hit the extended limbs of other characters in MKX the way Gootecks is demonstrating here. Also, the game is somewhat less neutral-focused: offense is HEAVILY rewarded and setplay is very powerful. The game is more guess and technology oriented. You need to be that much sharper in neutral and convert that much better off of your anti-airs in order to make a neutral-focused playstyle in that game work.
You can't in MKX you literally have to guess their jump cause most the anti airs come out too slow. Like at the beginning of the round everyone usually jumps at the beginning of the round.
Jesus Tekken music is so good. Even the customization music is Godlike
WizenKing this is my jam
4:24 'so now we don't know if he's gonna medium kick or jump at us'. Sweeps.
love that tekken bgm. so chilled
My set up is....
Recording 1: dummy wiggle (f or b movement) then do nothing
2. Wiggle --> jump in
3. Wiggle --> poke
4. Wiggle --> dash in throw
5. Wiggle --> dash in pressure
Just started the game four months ago or so & do use training to practice a bit, but hadn't seen this before.
Definitely going to try it. Thanks for posting!
the tekken shop theme yessss
great tips from Gootecks, great editing from SonicSol
Nicely edited as well!
"1st thing practice anti airs"
oh
*changes main*
Komrade Kontroll wait who do you main
karin
With Karin, try crossunders or simply block and punish instead to deal with jump ins.
sure, I try crossunders after st. lp or st. hp, but 9/10 I just trade or catch a combo. I feel so free to jump ins lol
Komrade Kontroll jump and air-to-air
TTT2 customization ost?
Extremely helpful thank you for the upload.
on the surface it is meant to create muscle memory but to a new comer on the game it is sorta not the greatest advice since the game is more focused around who can be as offensive as possible and playing defensive was something to be focused heavily on in the past , it is not so much a thing in sfv . i hate it myself but it is just the style that capcom wanted to go with this game . and no im not saying abandon defense entirely . but at some point you cant just sit back and play defense all day you will need to go in and that is where the game truly begins . how to throw your opponent off so that you can attack more than they do .
Yodafire Boel yeah but he also said you can't sit back and defend all day. Defense is good but too much defense will get you freed up
Yeah but these are also ways to initiate your offense. Successful AA opportunities can help present your turn for pressure. The same with recognizing your opponent trying to whiff their best button and you punish them for it. its hella better than trying to get your offense starting by unsafe jump ins or doing unsafe special moves and hope you can convert off those opportunities somehow. Part of being able to attack more is recognizing when your turn is and how to initiate it.
if you watch the pros play they do a lot of defending because they're waiting for their opponent to make an opening or to mess up
I just ranked up because I stepped up my anti air game during footsies. Defense still has it's place. But I initiate it by being offensive.
I was thinking of how I should practice my anti-air reaction, glad I saw this! XD
is that Tekken Tag 2 music i hear? havent heard that in years, What a Tune!!!!
its the Customization theme. ITS SOOOO GOOOOD XD
Basic explanation, and easy to digest. Thumbs Up.
My one major gripe with using multiple recorded actions to practice reacting is that the number of the action appears on the screen and I can see it with my peripheral vision easily. I'm thinking maybe to tape the screen over the number. They really need an option to hide it.
This a million times over. Then again, is there not an option to not display the HUD? That's not optimal, but it's something if it's there.
I use a sticky note myself for that reason. The ones I have are just the right size to perfectly cover the # up and nothing outside of the recording box is blocked off. But I also turn off inputs when doing this, as they can give certain things away too making it much easier than in a match. But yes, they definitely need to have an option within where it let's you set them to random play if you want to view which one is being played. But I just work with what I've got, lol. And now that S2 frame data is all out, I have a lotttt of very similar work to do on a few characters...
Another thing, they really should add an online training mode. Same options and everything, just with a friend instead of a training dummy. Having that option alone would speed things up for me in general. Doing it in BLs is just a buzzkill, rather just learn as I go while fighting a MU than trading BL rounds. Glad this video was made though. Now I have some reference for a newbie friend I'm trying to help step his gameplay up. As well as show him sometimes, you really should/need to lab if you want to improve. At least at a reasonable rate. Plus it'll make matches more fun when you know the answer to a "gimmicky" neutral attack that's spammed instead of guessing on the fly.
I cover it with my bare foot and play.
Rizzo91 it's not that serious
Mr Oblige serious enough for you to respond to a 6 month old comment 😂
oh shit the audio is working!
This has helped me so much thank you!
The TTT2 music thoooooooooooo
That teken tag 2 soundtrack
awesome tips, thanks man :)
That Tekken Tag shop music
The song used here is like the one good song from Tekken Tag 2.
Tekkwn tag 2 custimization theme
at 1:50 what training room mod is this?
great tips
This reminds me that I need to make a new Zaf custom...somehow...
whats ken anti air and best pokes?
I guess you know that by now...
How do I know when to press a button to interrupt my opponents pressure?
You have to learn your frame data man
That depends on the way they attack. Ultra Chen does a video on dealing with pressure and turn stealing
If only I knew this.
looks helpful I shall do the same in MKX
Ninjo two different games. MKX is honestly trash for a fighting game. You can't apply these same things into that one.
different but no trash, learn some respect man.
What Joshua means to say is that MKX is structured differently in terms of how much it rewards and punishes certain practices, and also what is possible and practical in the game.
You can't really reliably hit the extended limbs of other characters in MKX the way Gootecks is demonstrating here. Also, the game is somewhat less neutral-focused: offense is HEAVILY rewarded and setplay is very powerful. The game is more guess and technology oriented. You need to be that much sharper in neutral and convert that much better off of your anti-airs in order to make a neutral-focused playstyle in that game work.
You can't in MKX you literally have to guess their jump cause most the anti airs come out too slow. Like at the beginning of the round everyone usually jumps at the beginning of the round.
That’s the Tekken song ! What’s the name ?
Tekken tag 2 customisation theme
gootecks can make a video on double tappin
That was as good as Training with air. But enhanced to use all the slots of SFV!
Urien's blue skin looks a lot like Vault Boy from Fallout.. if he was 7' and jacked.
People tend to think that fighting games are all about falshy combos and supers, when in reality they're all about this.
So can someone explain double tapping to me?
I love how people don't seem to realize this is a diss in Gootecks
Like we're gonna take advice from scrubteks
Feel free not to. Have fun getting outplayed.
Is Gootecks good at the game? Because he is not very good at explaining it...
Lol. Booo! Looks like he needs more practice.