new to fighting games completely, never had the discipline in me to get good at one but I plan on changing that and I want to let you know this is probably the most useful video I've watched so far. You're helping newbies out even 2 years later, appreciate this 🙏
Great video as usual. I'd be interesting in hearing more specific videos about execution mechanisms. I often hear people say things like "just do X buffer into super and hit confirm it on the first hit," especially regarding characters like Chun and Ken in 3S, but without knowing how the buffer mechanics in those games work, that can be a difficult thing to do.
Merry Christmas!! Thanks for distilling these fundamentals that players may accidentally apply or just fall short of learning. I'd be happy to see more content like this in a future series.
Great video. Can you teach us Kara Cancels in 3rd Strike? I always felt they were super important in that game but i always had trouble with it. Specifically Ken's double shoryuken and Makoto's Double Fukiage (Abare Tosanami, Super Art 2), there's also the Kara Grab... i think it would be a nice video.
We do have two videos based on kara canceling to go over the concepts and how they work. Kara cancels: ruclips.net/video/j9JaoAKwYrM/видео.html Kara jump/pre-jump cancels: ruclips.net/video/plON0xBei24/видео.html Regarding specific ones, we'll take a look into it.
u know this actually one of the first things i picked up by mself before learning about buffers. could be due to crouching hado is so common in neutral and thru matches I saw super come out whne i only did one not 2 quarters after the hado. did takes years for me to get their tho.
These type of tutorial I'm looking for I will try these combos to improve my execution. Do you have similar video with charging and grabling character's?
We don't currently have a video specifically for charge and grappler (I assume you're talking about 360/720 motions) motions. For the time being, I suggest you apply the concepts of this video to those characters. The method of looking for short cuts and overlapping inputs are universal among motions.
Great video! Genuine question, what if all these methods dont work? What if x game dont allow previous motions to carry over for the next moves, what if the buffer window timing for them is very quick and is followed up with a double quarter circle super etc? do you just... brave through it?
Can't really say without any specific information but some games/chars do have situations where you just simply have to do the motions very fast. Although this is more common in older games than new.
I never feel like it's my fault when my supers or even basic moves refuses to come out, I do the inputs correctly but they often not do anything like the game actively puts on the brakes on me.
We already have a video on meaty attacks. ruclips.net/video/HDUCKGHeGIo/видео.html Frame traps is a topic that may be covered in a future Fighting Game Mechanisms video.
Are you familliar with doing crouching LK times 2 into fireball super with Akuma? Or same with Ken, double crouching LK into kick super. This is one i practise alot and can't seem to get my consistency too high with. Essentially i do one hadouken motion during the first cr. lk and the 2nd hadouken motion during the second cr.lk then hit punch, usually i end up with a double cr.LK into super but ive heard some people they just mash Cr.LK and do the double hadouken motion during the 2nd cr.lk, seems way too tight to me, any tips or maybe a video idea? this is a common confirm for 3S i havent heard alot from in videos.
It's all preference but I personally do 2LK36 2LK36 P with Gouki. It's a bit easier for me since I'm doing the same motion twice. For Ken's super, you want to be careful of negative edge when confirming as if you hold down the button too long, you might get unintended supers. As for three hit supers, like 2LK 2LP 2LK SA, you'll simply have to be really fast with the double QCF after the last hit as using the previous technique will result into a Hadouken. As a reminder, 3S SAs doesn't require a full double QCF so you can do short cuts like 23623P/K.
This just unlocked a large part of fighting games for me.
new to fighting games completely, never had the discipline in me to get good at one but I plan on changing that and I want to let you know this is probably the most useful video I've watched so far. You're helping newbies out even 2 years later, appreciate this 🙏
Great video as usual. I'd be interesting in hearing more specific videos about execution mechanisms. I often hear people say things like "just do X buffer into super and hit confirm it on the first hit," especially regarding characters like Chun and Ken in 3S, but without knowing how the buffer mechanics in those games work, that can be a difficult thing to do.
Merry Christmas!! Thanks for distilling these fundamentals that players may accidentally apply or just fall short of learning. I'd be happy to see more content like this in a future series.
Wow! Had no idea this was a thing and this is how the pros do it lol. Totes be looking forward to seeing more stuff like this!
This vid had help me a lot so far since I switch to fight stick last year, thank you.
15 years of 3rd strike and I had zero knowledge of this...I am a fucking noob...
Great video. Can you teach us Kara Cancels in 3rd Strike? I always felt they were super important in that game but i always had trouble with it. Specifically Ken's double shoryuken and Makoto's Double Fukiage (Abare Tosanami, Super Art 2), there's also the Kara Grab... i think it would be a nice video.
We do have two videos based on kara canceling to go over the concepts and how they work.
Kara cancels:
ruclips.net/video/j9JaoAKwYrM/видео.html
Kara jump/pre-jump cancels:
ruclips.net/video/plON0xBei24/видео.html
Regarding specific ones, we'll take a look into it.
u know this actually one of the first things i picked up by mself before learning about buffers. could be due to crouching hado is so common in neutral and thru matches I saw super come out whne i only did one not 2 quarters after the hado. did takes years for me to get their tho.
Thanks for the amazing content as usual
Fundees4lyfe!
These type of tutorial I'm looking for I will try these combos to improve my execution. Do you have similar video with charging and grabling character's?
We don't currently have a video specifically for charge and grappler (I assume you're talking about 360/720 motions) motions. For the time being, I suggest you apply the concepts of this video to those characters. The method of looking for short cuts and overlapping inputs are universal among motions.
Great video! Genuine question, what if all these methods dont work? What if x game dont allow previous motions to carry over for the next moves, what if the buffer window timing for them is very quick and is followed up with a double quarter circle super etc? do you just... brave through it?
Can't really say without any specific information but some games/chars do have situations where you just simply have to do the motions very fast. Although this is more common in older games than new.
@@SeaLeafDojo thank you for responding, your videos are very helpful.
I never feel like it's my fault when my supers or even basic moves refuses to come out, I do the inputs correctly but they often not do anything like the game actively puts on the brakes on me.
Awesome video!
Will you cover more advanced frame data such as traps and meaties?
We already have a video on meaty attacks.
ruclips.net/video/HDUCKGHeGIo/видео.html
Frame traps is a topic that may be covered in a future Fighting Game Mechanisms video.
Are you familliar with doing crouching LK times 2 into fireball super with Akuma? Or same with Ken, double crouching LK into kick super. This is one i practise alot and can't seem to get my consistency too high with. Essentially i do one hadouken motion during the first cr. lk and the 2nd hadouken motion during the second cr.lk then hit punch, usually i end up with a double cr.LK into super but ive heard some people they just mash Cr.LK and do the double hadouken motion during the 2nd cr.lk, seems way too tight to me, any tips or maybe a video idea? this is a common confirm for 3S i havent heard alot from in videos.
It's all preference but I personally do 2LK36 2LK36 P with Gouki. It's a bit easier for me since I'm doing the same motion twice. For Ken's super, you want to be careful of negative edge when confirming as if you hold down the button too long, you might get unintended supers. As for three hit supers, like 2LK 2LP 2LK SA, you'll simply have to be really fast with the double QCF after the last hit as using the previous technique will result into a Hadouken. As a reminder, 3S SAs doesn't require a full double QCF so you can do short cuts like 23623P/K.
@@SeaLeafDojo thanks, interesting to know that's also your strat.
@@SeaLeafDojo Thanks for replying, good to know i've been doing it correctly after all.
I cant do this on keyboard
Nice video
What do u think about game trying to take this completely out of fg no commands just button inputs 🤔
Games like GBVS and DNF gives the option to do this. It all depends on how the game is designed and balanced around the concept.
@@SeaLeafDojo trust me its only a matter of time bf they take commands completely out of fighting
Holy dogshit on rice! Thank you so much. I've been Struggling months on this are your video me understand.