I dont think people who delayed tech really insisted on doing it on 8th frame or forward after wake up. And even if they did, most probably started doing it earlier to beat neutral jumps. I bet lots of players did this with gut instinct for years now.
Agreed that a lot of players were probably doing this instinctively, but I don’t think most players were aware of exactly what options it beat and why. Being aware that this timing actually beats 5 distinct offensive options is extremely important, because it’s the only way to force your opponent into taking real risks after a knockdown.
It's great that this is being brought to the limelight and presented in a way for everybody to understand it and implement it into their game, but with all due respect, people have been doing this and known about this tech timing for a long time.
You should already be familiar with the timing of when your character wakes up (if you aren’t, this video won’t benefit you yet as a player), but you would simply learn the timing at frame 4 to 6 of your wakeup. A 3 frame window is very lenient - this is the window required to do combos in most fighting games, so if you can do a combo you can certainly learn this timing via training mode and regular practice in real matches.
On offense, if you attempt a tick throw or tick shimmy you’ve actually reset the situation. After they’ve blocked the jab, they have successfully blocked your meaty and can now choose a new defensive option. A lot of players tend to input a backdash or jump immediately after fast delay tech, which will beat both tick throw and tick shimmy. Further, if you tick into 5 frame (example:sLP sMP with most characters), they’ll “flip out” which is still generally a good outcome for the defender.
4 роки тому+2
@@fubarduck Still think it's a better option than delayed fast attack tho, the whole point of tick throw/shimmy/frame trap is to reset the situation to where they can no longer do the delayed fast grab but you're still at an advantage, this way they're the ones who have to take the risk and backdash into a cc or jump into an aa
The unintentional done intentional.
When SFV masquerade as VF5:FS for way too long.
Thank you, i didn't know about this tech!
I dont think people who delayed tech really insisted on doing it on 8th frame or forward after wake up. And even if they did, most probably started doing it earlier to beat neutral jumps. I bet lots of players did this with gut instinct for years now.
Agreed that a lot of players were probably doing this instinctively, but I don’t think most players were aware of exactly what options it beat and why. Being aware that this timing actually beats 5 distinct offensive options is extremely important, because it’s the only way to force your opponent into taking real risks after a knockdown.
thanks for this @fubarduck !
Scrubs have been doing this unintentionally for years lul
Brooooooo that is so true! As a bronze player I've been wondering why so many of my meaty options get countered haahhahaah
It's great that this is being brought to the limelight and presented in a way for everybody to understand it and implement it into their game, but with all due respect, people have been doing this and known about this tech timing for a long time.
Why is the gameplay so small and you so big? Really should be the other way round
Great video Fubarduck. I was just wondering what kind of keyboard is that?
ua-cam.com/video/gbtdZ8UhNrU/v-deo.html
gamo2 K28.
I was wondering why so many people did wake up throw so much in ranked the last couple weeks...
How do we time this? Do you look at you characters wakeup animation?
You should already be familiar with the timing of when your character wakes up (if you aren’t, this video won’t benefit you yet as a player), but you would simply learn the timing at frame 4 to 6 of your wakeup. A 3 frame window is very lenient - this is the window required to do combos in most fighting games, so if you can do a combo you can certainly learn this timing via training mode and regular practice in real matches.
Good to lab against
Pretty sure tick throw/tick shimmy is a better option against this
On offense, if you attempt a tick throw or tick shimmy you’ve actually reset the situation. After they’ve blocked the jab, they have successfully blocked your meaty and can now choose a new defensive option. A lot of players tend to input a backdash or jump immediately after fast delay tech, which will beat both tick throw and tick shimmy. Further, if you tick into 5 frame (example:sLP sMP with most characters), they’ll “flip out” which is still generally a good outcome for the defender.
@@fubarduck Still think it's a better option than delayed fast attack tho, the whole point of tick throw/shimmy/frame trap is to reset the situation to where they can no longer do the delayed fast grab but you're still at an advantage, this way they're the ones who have to take the risk and backdash into a cc or jump into an aa
This isn't as crazy or groundbreaking as you're making it sound.
You should show how to do it for us to get the right timming and don't commit mistakes. I the end this video shows me nothing.
The dummy is set to do it correctly every time. Block for 5 frames, then press throw.
Normal delay tech is much more delayed, up to 9~10f.