just wanted to let you know, your tutorials are very easy to understand. You make normally complex things easier to understand for me. and that sir, helped you gain my sub. keep on doing what you are doing!
Very helpful, thank you! I've been playing NRS games for a while on and off as a casual player, but I've just now started going into it with a competitive mindset. I'm pretty good, but I'm ready to advance my playing so I can go toe to toe with some other great players. I still struggle against certain characters, and hopefully doing homework on the frame data will help me make better decisions in my games.
mfrausto136 Sweet, we'd be evenly matched lol. My gtag on PS4 is SamuraiApocalyps. That's the only next gen console I own, and I don't have a PC cause I live in the stone age. I don't even know if the game is available on PC.
Dude you are defiantly on it!! Especially with the frame data this video is really informal thx for diving deep into this masterpiece of a fighting game!!!
Moves that are -1 through -6 are punishable with a faster start up move like a 6f down one and if I’m correct if I hit my opponent blocks a move that’s -1 that means it’s his turn to press buttons but I thought being - means u are safe still
So how does canceling work in this game? Do you subtract a moves "cancel" number by that same moves start-up up frames? Like if I attack and my opponent blocks, would it look something like this? Normal move (block advantage: -1) Special move (Start up: 20) (Cancel: 22) 1+20-22? Or am I looking at this whole thing wrong? I haven't found any video on youtube that talks about canceling in detail with this game and I'm quite new with frame data so I'm not sure of how to look at it.
Just look at the frame data for the move you're cancelling into - i.e. if a move is +5 on block, it will be +5 on block regardless of what you cancel from
I think I'll always prefer the core gameplay of SFV since I've pretty much been a SF guy for life. But in terms of the number of modes, the character variety, and the smoothness of online IJ2 is miles ahead.
It's complicated and there's a lot of variation (i.e. there are different frames where you can cancel) so I think it's best to just record the dummy doing it and see if you can interrupt/punish
How many frames does it take to block and dashback? i dont understand y u would apply pressure. Wouldnt u just want to turn the initial hit u used to punish into an unblockable combo instead of applying pressure? Is there a strategical reason or something im missing?
Oh wait, if im understanding it correctly, applying pressure is when the opponent is blocking, but u use high and low moves to pressure the block because they have to switch between high and low block. but u only want to use moves where u have a frame adv when they block so you can continue pressure or they get hit. But i still dont get the scenario if you confirm the first hit. does it just have to do with hit adv and their ability to block? 🤔 Sorry, i just feel like my mind has just been opened up to things i had never considered or thought existed
just wanted to let you know, your tutorials are very easy to understand. You make normally complex things easier to understand for me. and that sir, helped you gain my sub. keep on doing what you are doing!
Agreed. Sub
Same sub
Thank you so much! You're the only one that has explained it so that it is less complicated and more coherent!
Very helpful, thank you! I've been playing NRS games for a while on and off as a casual player, but I've just now started going into it with a competitive mindset. I'm pretty good, but I'm ready to advance my playing so I can go toe to toe with some other great players. I still struggle against certain characters, and hopefully doing homework on the frame data will help me make better decisions in my games.
TheSamuraiApocalypse in the same dam boat.
mfrausto136 Sweet, we'd be evenly matched lol. My gtag on PS4 is SamuraiApocalyps. That's the only next gen console I own, and I don't have a PC cause I live in the stone age. I don't even know if the game is available on PC.
TheSamuraiApocalypse dope I'll add you, maybe we can get some practice in
Dude you are defiantly on it!! Especially with the frame data this video is really informal thx for diving deep into this masterpiece of a fighting game!!!
Much easier to understand than the other tutorials out there.
Definitely earned a sub, your tutorials are really easy to understand. Keep it up
Explained well. Liked and subbed. Keep it up man, I am predicting 100k subs in the near future.
Thanks a lot man, I hope so!
Flip! It even gives frame data?? That's up there with Guilty Gear Xrd's training mode..! Love your vids man!
Moves that are -1 through -6 are punishable with a faster start up move like a 6f down one and if I’m correct if I hit my opponent blocks a move that’s -1 that means it’s his turn to press buttons but I thought being - means u are safe still
Do a vid on how to special cancel and stuff. I couldn't even do that in the tutorial and it looks essential!
my man, this was helpful
What I wanna know is, why do combos with the same starting button, have different start up frame data? like 112 and 113?
The frame data for combos is always referring to the last hit
woow this game has the frame data in game?? thats a great idea!
Yeah I wish every game did that
please can ask you what your controller setting off off .... please
So how does canceling work in this game?
Do you subtract a moves "cancel" number by that same moves start-up up frames?
Like if I attack and my opponent blocks, would it look something like this?
Normal move (block advantage: -1)
Special move (Start up: 20) (Cancel: 22)
1+20-22?
Or am I looking at this whole thing wrong?
I haven't found any video on youtube that talks about canceling in detail with this game and I'm quite new with frame data so I'm not sure of how to look at it.
Just look at the frame data for the move you're cancelling into - i.e. if a move is +5 on block, it will be +5 on block regardless of what you cancel from
Would love to see some tutorials on Guilty Gear xD
Question: Is there some practical reason why you remapped X to R1? Or is that just a personal preference?
It's just the layout I like (i play on stick)
@jmcrofts - how do you rate the fighting system/gameplay compared to sfv? Are you finding it as good? More enjoyable?
I think I'll always prefer the core gameplay of SFV since I've pretty much been a SF guy for life. But in terms of the number of modes, the character variety, and the smoothness of online IJ2 is miles ahead.
so how do I calculate frame data with dash cancels like cheetah?
It's complicated and there's a lot of variation (i.e. there are different frames where you can cancel) so I think it's best to just record the dummy doing it and see if you can interrupt/punish
jmcrofts okay, thank you, I really appreciate it.
How many frames does it take to block and dashback? i dont understand y u would apply pressure. Wouldnt u just want to turn the initial hit u used to punish into an unblockable combo instead of applying pressure? Is there a strategical reason or something im missing?
Oh wait, if im understanding it correctly, applying pressure is when the opponent is blocking, but u use high and low moves to pressure the block because they have to switch between high and low block. but u only want to use moves where u have a frame adv when they block so you can continue pressure or they get hit. But i still dont get the scenario if you confirm the first hit. does it just have to do with hit adv and their ability to block? 🤔 Sorry, i just feel like my mind has just been opened up to things i had never considered or thought existed
NadavG Do you still need help with this question? I can answer it