As someone that just played casually when I was a teenager 25 years ago. Now that I am trying to immerse myself into the FGC and using SF6 ( and the decent online we have been enjoying since GG Strive ) as the pefect excuse, this video is so so good. I feel I missed out so much this years but there is always time to catch up ;) Thanks for the great content and the good vibe!
I wish you all the best. Welcome to the FGC. Just one thing. Dont follow the yes man. Online was decent and not bad for a while. Even during SF4 days it was absolutely playable. Don’t follow the internet on this. It’s always a vocal minority. There have been plenty of games with good online pre strife
I love SF! Ive been spending thousands of hours in training mode to train executions, but not enough people talk about these things! It's extremely helpful and educational having someone break these things down.
I think a video on different shortcuts like the cross cut would be good, I know Gief's SPD doesn't need to be a 360 for example. There's a lot to be discussed when it comes to input shortcuts, like with Tiger Knee motions or stuff like dash into a hadouken motion.
Y’know it took me a long time to figure out the SPD didn’t really have to be 360… I mean I figured it out a long time ago but I’d until 4 I avoided gief cause I couldn’t get the SPD input
@@user-wy1et9dk9w there's a lot of games that have shortcuts for SPDs, I know that in darkstalkers you can do half a circle then up and skip two whole directions to do a "360".
Yeah in sf5 gief can actually do a "Z" motion, like d, f, b, u It hits all 4 cardinal directions so it counts. This is the secret to playing gief on hitbox
a few points: The other way to handle the crosscut is simply to do the regular DP (that would normally whiff) input at that last second. even though the opponent is already over you and technically you're inputting in the "wrong" direction, your DP will register properly. that's more known as the "auto-correct" DP though. Also, teching throws is actually much easier in SF6. I can't explain it but there seems to be this new delay/slow throw startup animation that allows you to tech on reaction. Your reactions still have to be good though (something that SFIV is great at training you for), but throws are definitely way more reactable now in SF6. Crouch teching seems to be gone though, instead you get a standing lk. And because of his walk speed, Vega's kara throw is even more annoying than Ken's lol. Dope video
Fun fact: The word "Karate" literally translates to "empty hand", so it's kind of obvious that Ken, an American Karate champion, would utilize Kara Canceling so well
I've always wondered how to do a crosscut DP and that seems really easy to grasp. This does remind me of when SSBM Tutorials made some short videos explaining basic Melee tech to play during tournament downtime. Things like that can be valuable, especially for a new game that's going to bring in new people, since it's not like commentary is going to tell you these things in the middle of a set.
i recently saw a video talking exclusevely about item throw and z-drops in smash, and it opened up my mind on why peach and rob can do that insane combos, but i wasn´t able to replicate half of them. Videos like these help a lot!
I was gonna suggest buffering, because I'm sure it'll be super powerful in SF 6. Buffering EX moves and then going into super or buffering into dash cancel etc
ngl even tho i play fighting games for close to a decade now, about half of these i was unaware of. this just shows once again how much it means to have an actual local community, because most people that have one apparently take these for granted and dont talk enough about them online (i am from germany where a local community basically does not exist for classic fighting games) great video
I’ve been casually playing street fighter for a few years, and I’ll be honest I didn’t know about a lot of this!!! Thank you so much, also the throw tech tip just demystified so much for me!
As someone coming from Fighting Games with I'd say "less depth" like For Honor and Brawlhalla, and wanting to get into SF (bought SFV on sale so I can git gud for SF6) this video is a gem!
This is legit such a good video. Like everything in the video took me years to find out actually exist. Would have been super helpful if I was a beginner.
Around 11:30 you started to go into frame kills. I was hoping you were going to mention the most important and famous frame kill known as the "Tanaka Set-up" that Daigo is so fond of, which is plus minus zero. But that might be too advanced for a beginners video. Still really good content. Haha keep it up
I've been watching for a few years, and I love this kind of content even if I know it already I sometimes learn something new (new to fighting games since like 2017) Thanks being so chill man always check in and like the videos
I never knew what was meant by a Kara (anything) but it's just a move you do to give you a little boost into the correct range to do the thing you want to do.
More precisely is cancelling a move's startup frame leniency to "borrow" that move's startup(usually for movement but sometimes can be for mind games as well like for a kara overhead demon) and use it on another move.
That sold 2 copies. I’m the only person I personally know that owned the game. And people I personally know in the real that have played it played it because of me
People love asking for Rival School, but we know the moment it is released, those same people will let that game die after the first month of release because they are playing Street Fighter 6.
Great video for a beginner like me who wants to get into fighting games, specifically Street Fighter 6. It would be awesome if you could slow down the footage if you decide to do another video like this one!
shoudlve also explained shimmy when talking about delayed tech. Easy to pull off and reward can be super big. Also its kinda the easiest kind of whiff punish so beginners kinda start learning this too. Also with punish counters even whiffing small buttons can be really dangerous since confirming punish combos is easier and can lead to big rewards in sf6
As an old fart who used to play SF2 in the arcades but hasnt played since, I find these videos you do pretty amazing, as they show just how much the game has evolved. Ahh yes, the good ol' arcade days when throws were cheap because they did so much damage and you had to pay a quarter every time you lost 😆
This was actually very helpful for me. I have played sfv for aome years ans recently became gold rank, and i mever knew about cross cut some how. Also the crouch into Dp was new for me. Thanks alot!!
I haven't been decent at a fighting game since Soul Calibur 2 but I really want to get into SF6 enough to beat my friends more often than they beat me. Your dumbed down explanations will be invaluable when I get my hands on the game.
You can also get a dragon punch from starting in the position between down forward and forward then you can literally just wiggle the stick and hit punch and you'll get a dragon punch. It doesn't telegraph and it works in pretty much every street fighter game.
3:10 no, mashing the corners on the stick didnt give you a dp in the older games. we had to do a genuine dragon punch motion or you would get nothing. the short cut system low key destroyed the input and the same goes for 360 slams. you rotate a little past a half cirlce back(like 200 degrees) and you get a 360 slam.
Dude I got into the FGC from Ultra and I never learned like 4 of these so if you got more I'd definitely appreciate it just in general in improving my game.
I don't know about frame traps in SF6. I didn't get access to the betas but from what I understand there are precious few normals that are plus in SF6, most of the ones that are have some kind of downside like "whiffs on crouching opponents". Guile's F+HP is a good example. Great move, moves him forward, +1 on block BUT free whiff punish for crouching opponents. The other way seems to be investing meter in a drive rush. We'll see how it goes I suppose but a lot of the streams I was watching, SFV style blockstrings were getting blown up by higher level players who realized very quickly that many of these moves were not plus on block anymore. Of course, even with that being said, your SFV block strings might work again if your opponent is in burnout. Burnout causes you to suffer additional block(hit?)stun and so things that normally don't work suddenly do. I watched Vesper Arcade getting bodied by a solid Chun Li player who was playing the cracked beta and saw Vesper get hit in burnout because he pushed a button on a move we had previously established was negative (but safe) on block. Against an opponent in burnout it did function as a frame trap. That's how we figured out you take the extra block stun. One more reason to be careful with getting burnt out in SF6.
I have been a fighting game single player for years, only learning this technical stuff in the last year. It's fun to know, but I honestly can't tell the difference between a 1-frame link and a 10-frame link other than I can get the 10-frame window 20% of the time. Most combos, reactions, footsies, meatiest, etc are so fast I can't even perceive the timing necessary. I love your videos, but there are way more basic barriers to entry for new players than I see in any tutorial channels.
Huh, so that's where Kara Cancel comes from. We actually have this in Smash on Ryu and Ken, except it's a lot more lethal. It allows these two to cancel their down smash, which isn't cancellable, into any specials. And the point they're able to cancel there's already a hitbox, so it can net 30-40% at low percents or apply shield pressure.
I play Falke so I should actually practice some of this stuff ahead of time. edit - kofxv opened my eyes to some people's ability to manually time safe jumps
You should mention autocorrect dp's, in situations where you can't crosscut (like on wakeup against a deep crossup) you should do an autocorrect instead
Ooh I'm feeling very smart now. I have been trying to figure out how I can tech dragon rush in DBFZ, because throwing me is super free. And I had this thought: Is it so crazy to just tap DR just after every hit? Sure, if the opponent leaves a nice gap they'll blow me up, but it feels like DR is scary enough on its face that it might be worth it. Anyway, last night I managed a bunch of successful techs online, and today I see this video explaining that this is a legitimate technique haha. Nice
Fire content! J, in your opinion, which SF title currently on the market will have the most carry over to 6. I see in the demo you ran 4; is that because it’s the most similar to 6? I wasn’t granted access to the beta and was curious.
Crouch teching during blockstrings with a rhythm like you’re doing in your example is the worst defensive habit people learned in SF4. Applying it to SF6 will get you blown up due to increase in recovery and punish damage output. Tick throws are much much much weaker in SF6 than SF4. Also there’s more than the throw startup that you have time to react to. There’s also the throw tech window. Nice other tips
I love learning fighting game tech that I will inevitably ignore and just mash like hell
been there
Word
This is 100% me
best part is, you will know what u have to do, but than you do what totally different. happens every time.
Real
Doing beginner tech and educational content leading up to sf6 would be awesome. Hope to see more
I've been playing and watching off and on for years, and I still found this video super useful! Thanks a lot 🤩
As someone that just played casually when I was a teenager 25 years ago. Now that I am trying to immerse myself into the FGC and using SF6 ( and the decent online we have been enjoying since GG Strive ) as the pefect excuse, this video is so so good.
I feel I missed out so much this years but there is always time to catch up ;)
Thanks for the great content and the good vibe!
I wish you all the best. Welcome to the FGC.
Just one thing. Dont follow the yes man. Online was decent and not bad for a while. Even during SF4 days it was absolutely playable.
Don’t follow the internet on this. It’s always a vocal minority.
There have been plenty of games with good online pre strife
I love SF! Ive been spending thousands of hours in training mode to train executions, but not enough people talk about these things! It's extremely helpful and educational having someone break these things down.
Exactly. Back in the day i don't remember anyone teaching these. You had to pick up bits and pieces from pros and try and figure out how they do it.
I think a video on different shortcuts like the cross cut would be good, I know Gief's SPD doesn't need to be a 360 for example.
There's a lot to be discussed when it comes to input shortcuts, like with Tiger Knee motions or stuff like dash into a hadouken motion.
Good suggestion I'll see what I can do!
@@jmcrofts legend
Y’know it took me a long time to figure out the SPD didn’t really have to be 360… I mean I figured it out a long time ago but I’d until 4 I avoided gief cause I couldn’t get the SPD input
@@user-wy1et9dk9w there's a lot of games that have shortcuts for SPDs, I know that in darkstalkers you can do half a circle then up and skip two whole directions to do a "360".
Yeah in sf5 gief can actually do a "Z" motion, like d, f, b, u
It hits all 4 cardinal directions so it counts. This is the secret to playing gief on hitbox
a few points:
The other way to handle the crosscut is simply to do the regular DP (that would normally whiff) input at that last second. even though the opponent is already over you and technically you're inputting in the "wrong" direction, your DP will register properly. that's more known as the "auto-correct" DP though.
Also, teching throws is actually much easier in SF6. I can't explain it but there seems to be this new delay/slow throw startup animation that allows you to tech on reaction. Your reactions still have to be good though (something that SFIV is great at training you for), but throws are definitely way more reactable now in SF6. Crouch teching seems to be gone though, instead you get a standing lk.
And because of his walk speed, Vega's kara throw is even more annoying than Ken's lol.
Dope video
Really needed this as a beginner and getting into SF6/fighting games
Fun fact: The word "Karate" literally translates to "empty hand", so it's kind of obvious that Ken, an American Karate champion, would utilize Kara Canceling so well
I've always wondered how to do a crosscut DP and that seems really easy to grasp. This does remind me of when SSBM Tutorials made some short videos explaining basic Melee tech to play during tournament downtime. Things like that can be valuable, especially for a new game that's going to bring in new people, since it's not like commentary is going to tell you these things in the middle of a set.
i recently saw a video talking exclusevely about item throw and z-drops in smash, and it opened up my mind on why peach and rob can do that insane combos, but i wasn´t able to replicate half of them. Videos like these help a lot!
You're great at explaining concepts that people might find intimidating in easy-to-understand English, JM!
I was gonna suggest buffering, because I'm sure it'll be super powerful in SF 6. Buffering EX moves and then going into super or buffering into dash cancel etc
1:03 Youre such a sweet and humble guy. You deserve ALL the LIKES and FOLLOWS!
you're the best channel for understanding tech in fighting games in a easy to understand way, a natural teacher. keep it up!
The DP tech kinda blew my mind ngl. Thanks man!
This channel is really invaluable for the FGC.
Thank you for not forgetting about us man. I've been playing street fighter 5 since it came out... barely holding gold.
Thank you for clearly explaining the terms I've pretended to understand for years. It's a weight off my shoulders not having to fake it anymore
ngl even tho i play fighting games for close to a decade now, about half of these i was unaware of. this just shows once again how much it means to have an actual local community, because most people that have one apparently take these for granted and dont talk enough about them online (i am from germany where a local community basically does not exist for classic fighting games) great video
honestly great fundamental tech to know about for any fighting game! actually had no idea about the dp stuff in street fighter. great video!
I’ve been casually playing street fighter for a few years, and I’ll be honest I didn’t know about a lot of this!!! Thank you so much, also the throw tech tip just demystified so much for me!
Oh so that’s how people do the DP motion while crouching
As someone coming from Fighting Games with I'd say "less depth" like For Honor and Brawlhalla, and wanting to get into SF (bought SFV on sale so I can git gud for SF6) this video is a gem!
This is legit such a good video. Like everything in the video took me years to find out actually exist. Would have been super helpful if I was a beginner.
Helpful tips thx the dragon punch imputs were helpful, because the struggle is real going from pad to stick
Great, if was nice to go over it again, thanks dood, I have played in about a year so it was like a refresher course.
Amazing job! You merged all together such precious information!
I've loved fighting games for years but never joined the community and didn't know most of this, thanks man!
Around 11:30 you started to go into frame kills. I was hoping you were going to mention the most important and famous frame kill known as the "Tanaka Set-up" that Daigo is so fond of, which is plus minus zero. But that might be too advanced for a beginners video. Still really good content. Haha keep it up
This kind of content is exactly what I've been looking for! can't wait for SF6 :)
SF4 still looks great today...
I've been watching for a few years, and I love this kind of content even if I know it already I sometimes learn something new (new to fighting games since like 2017)
Thanks being so chill man always check in and like the videos
Please i need more of these the dp tip was amazing to me and help improve my ryu.
I never knew what was meant by a Kara (anything) but it's just a move you do to give you a little boost into the correct range to do the thing you want to do.
More precisely is cancelling a move's startup frame leniency to "borrow" that move's startup(usually for movement but sometimes can be for mind games as well like for a kara overhead demon) and use it on another move.
Street Fighter is amazing but can we get a new Rival Schools?
That sold 2 copies. I’m the only person I personally know that owned the game. And people I personally know in the real that have played it played it because of me
I'd be happy with finally get a new Darkstalkers.
Even a remaster of the old games, please Capcom!
People love asking for Rival School, but we know the moment it is released, those same people will let that game die after the first month of release because they are playing Street Fighter 6.
@@LOKIMAN07 I own both games and they are fantastic
Ah, this is why you asked the kara throw question on Twitter. As I said there, didn't seem to get more range on throws, even if kara canceling exists.
I was surprised how much of this I didn't know yet.
Thanks for the tutorial! I'll make sure to return to this before the next beta and the release!
Great video for a beginner like me who wants to get into fighting games, specifically Street Fighter 6. It would be awesome if you could slow down the footage if you decide to do another video like this one!
shoudlve also explained shimmy when talking about delayed tech. Easy to pull off and reward can be super big. Also its kinda the easiest kind of whiff punish so beginners kinda start learning this too. Also with punish counters even whiffing small buttons can be really dangerous since confirming punish combos is easier and can lead to big rewards in sf6
As an old fart who used to play SF2 in the arcades but hasnt played since, I find these videos you do pretty amazing, as they show just how much the game has evolved.
Ahh yes, the good ol' arcade days when throws were cheap because they did so much damage and you had to pay a quarter every time you lost 😆
Today I realized safe jumps are just meatiest with air normals
Well kinda, usually safejumps refers to oki that lets you block reversals
Wow, this was really useful. Definitely didn't know most of these.
This was super helpful. Thanks for putting this one out.
This was actually very helpful for me. I have played sfv for aome years ans recently became gold rank, and i mever knew about cross cut some how. Also the crouch into Dp was new for me. Thanks alot!!
I haven't been decent at a fighting game since Soul Calibur 2 but I really want to get into SF6 enough to beat my friends more often than they beat me. Your dumbed down explanations will be invaluable when I get my hands on the game.
This is really well made, great job.
I enjoy this technique content. It’s very helpful-thanks.
The good ol crouch tech. Didn't even think it was something someone wouldn't know about.
You can also get a dragon punch from starting in the position between down forward and forward then you can literally just wiggle the stick and hit punch and you'll get a dragon punch. It doesn't telegraph and it works in pretty much every street fighter game.
This is so amazing, I hope you can keep this going when SF6 is released
3:10 no, mashing the corners on the stick didnt give you a dp in the older games. we had to do a genuine dragon punch motion or you would get nothing. the short cut system low key destroyed the input and the same goes for 360 slams. you rotate a little past a half cirlce back(like 200 degrees) and you get a 360 slam.
This one I knew for a very long time, 3:00 how to cross cut is to simply command grab input half circle back
Nice, glad you covered safe jump because I realise I didn't actually know what it was, guess I misunderstood Infils glossary entry :-/
Dude I got into the FGC from Ultra and I never learned like 4 of these so if you got more I'd definitely appreciate it just in general in improving my game.
More this please. Been away from SF since 4. Just got it back to practice for 6
The shoryu shortcut from crouch is also in 3s btw
Crouching DP input is actually in 3rd strike as well!
dunno why so many people seem to be hating on the video -- it's all solid tech mate
I will train cross cut, hopefully I will be able to cross cut consistently until the SF6 release.
Found this video incredibly useful! Great content.
I'm surprised you didn't talk about shimmy to be honest.
You can actually do the full-crouch DP shortcut in 3rd Strike as well. Not a lot of people seem to know this.
Crosscut DP has been there since SF2.
You can think of Crosscut DP as just "most of a half-circle input"
Quick correction! It wasnt SF4 that introduced the DP shortcut, it was SF3. Great video tho, sending it to my friends who are new to the scene!
I don't know about frame traps in SF6.
I didn't get access to the betas but from what I understand there are precious few normals that are plus in SF6, most of the ones that are have some kind of downside like "whiffs on crouching opponents". Guile's F+HP is a good example. Great move, moves him forward, +1 on block BUT free whiff punish for crouching opponents. The other way seems to be investing meter in a drive rush. We'll see how it goes I suppose but a lot of the streams I was watching, SFV style blockstrings were getting blown up by higher level players who realized very quickly that many of these moves were not plus on block anymore.
Of course, even with that being said, your SFV block strings might work again if your opponent is in burnout. Burnout causes you to suffer additional block(hit?)stun and so things that normally don't work suddenly do. I watched Vesper Arcade getting bodied by a solid Chun Li player who was playing the cracked beta and saw Vesper get hit in burnout because he pushed a button on a move we had previously established was negative (but safe) on block. Against an opponent in burnout it did function as a frame trap. That's how we figured out you take the extra block stun. One more reason to be careful with getting burnt out in SF6.
Nice vid not enough tech vids out there good to see
You can do 323 DP in Third Strike as well btw
2:08 right,interesting. You can also,however,get super accidentally which can be annoying.
I have been a fighting game single player for years, only learning this technical stuff in the last year. It's fun to know, but I honestly can't tell the difference between a 1-frame link and a 10-frame link other than I can get the 10-frame window 20% of the time. Most combos, reactions, footsies, meatiest, etc are so fast I can't even perceive the timing necessary. I love your videos, but there are way more basic barriers to entry for new players than I see in any tutorial channels.
Well i subscribed BECAUSE of this video. So please do more! Thank you!
Huh, so that's where Kara Cancel comes from. We actually have this in Smash on Ryu and Ken, except it's a lot more lethal. It allows these two to cancel their down smash, which isn't cancellable, into any specials. And the point they're able to cancel there's already a hitbox, so it can net 30-40% at low percents or apply shield pressure.
PIANOING. Just had a newbie in the Strive discord asking how to consistently do wakeup DPs.
also PLINKING but that's not the same thing and IIRC is specific to an engine (SF4 only?)
Bro your videos are invaluable
Thanks!! Amazing stuff to make your technic better 💪
FYI, 2323 (crouching DP) has been a thing since at least SFIII second impact
Really appreciate the breakdown on this stuff. The throw OS seems super useful for me, since I always get blown up by throws!
I play Falke so I should actually practice some of this stuff ahead of time.
edit - kofxv opened my eyes to some people's ability to manually time safe jumps
I needed this video...years ago!!!!!! Hahaha, thanks. 😄
You should mention autocorrect dp's, in situations where you can't crosscut (like on wakeup against a deep crossup) you should do an autocorrect instead
Thanks JM!
Great tips. Essential stuff.
Ooh I'm feeling very smart now. I have been trying to figure out how I can tech dragon rush in DBFZ, because throwing me is super free. And I had this thought: Is it so crazy to just tap DR just after every hit? Sure, if the opponent leaves a nice gap they'll blow me up, but it feels like DR is scary enough on its face that it might be worth it. Anyway, last night I managed a bunch of successful techs online, and today I see this video explaining that this is a legitimate technique haha. Nice
Until you face someone who knows stagger pressure
0:55 Lol I thought I was subscribed my bad gonna subscribe now
Nah bro I needed this video in 2014!!! 😂
"im not going to explain what an option select is"
proceeds to explain what an option select is
Jm wit da gems!!
That "easy" dp works in 3s too!
Thanks this was very helpful
Very informative!
Great guide!
Can confirm you can crosscut in the alpha games
If kara-throwing is a thing in SF6, there will be ENDLESS calls to nerf Manon, and I will laugh my ass off.
Fire content! J, in your opinion, which SF title currently on the market will have the most carry over to 6. I see in the demo you ran 4; is that because it’s the most similar to 6? I wasn’t granted access to the beta and was curious.
Play SF6
4&5 are both pretty similar to 6. 5 is closer in terms of combos, but focus attack and FADC in 4 are more similar to 6's drive system
Been learning alot from ur vids!
Crouch teching during blockstrings with a rhythm like you’re doing in your example is the worst defensive habit people learned in SF4. Applying it to SF6 will get you blown up due to increase in recovery and punish damage output.
Tick throws are much much much weaker in SF6 than SF4.
Also there’s more than the throw startup that you have time to react to. There’s also the throw tech window.
Nice other tips
Top notch video!
The dude proceeds to explain years of my learning in 15 minutes. Lmao
Awesome:) thnks for the video, super helpful