One other thing that I've discovered more recently is that I was afraid I would get frustrated from losing over and over. However, I've found I only really get frustrated if I feel I didn't learn anything from being bodied. To that end, DBFZ frustrated me way more than Street Fighter games are.
@@Squint_ One key thing to remember about fighting games is that winning games is not the only indication of progress. This is the downside to fighting games, where other games have level ups and attribute increases, fighting games are about personal growth. Example you may learn a knockdown setup and you use it in a match and it works - things like these are indicators of growth :)
this was fun to watch! i've been playing fighting games with my brother and friends since I was 7 years old and i played it casually where we were decent playing against eachother and knew how to do basic combos and whiff punishes and basic executions but we were never tourney level ppl! Having said that I know this video is old now but I wouldn't get too caught up in frame data. Its definitely there for when you want to really get complex and really dive into getting better , but fundamentals and practicing execution is much more important at a casual and beginner level. Just building good reaction, and following patterns in your opponent (what they like to do against you, their general playstyle, what they continually punish from what you're doing vs what they do not and also what you continually punish them doing etc) is going to get you pretty far. Having good fundies before getting into things like max combos and frame data will give you a great starting point and plus its usually pretty universal. Every game has things like oki, footsies, whiff punishes, super meter usage, knowing how and when to block etc etc. Anyways cheers mate! loved seeing a really new player "dive kick" right into a pretty deep fighting game video like this
It's always a pleasure seeing someone's learning process. A very specific note about Street Fighter V is that despite some buttons coming out faster, there is a priority system. Heavier attacks will beat lighter attacks. This rule does not come into play for other fighting games so it is always good to know the game rules before applying fighting game rhythm and concepts.
I really have to add to this, because the way you said it is kinda misleading. "heavier attacks will beat lighter attacks" but only if they trade (both connect at the same time)
About frame data : You dont need to memorize it. Think of it as items in an RPG. You know what they are and what they can do because you have been playing the game long enough...but you never had to memorize them. Its similar with frame data. You know it exist and you might know some of it, like the startup speed of your character moves. Also, generally its very simple. If you are +x on block, it means you recover faster than your opponent by x frames. If you are -y on block...your opponent recovers before you by y frames. What you do with this information is up to you. Just because your opponent recovers before you doesnt mean you cant do anything. You could for example shoryuken him since he will think he is safe since he had the upper hand. Its another layer of mind games.
Hopefully I'll develop a better sense of what's plus or minus, especially on block so I'll know when I can punish and when I should keep blocking. I'm guessing it's just one of those things you get intuition for (assuming you don't want to study it).
Very nice reaction! There is definitely a lot to fighting games. Thankfully you can still enjoy fighting games without constantly thinking about all the more dense topics like frame data. To answer your question at the end, hit confirm is (roughly) when you mentally confirm that a hit lands on the opponent, and thus follow up the initial hit with something else (i.e. a combo). Often players will throw out specific attacks on an opponent to try to hit them with a specific combo that starts with said attack. If they do the full combo without confirming that the first move hit the opponent, they can be easily punished if it doesn't hit. In order to make sure they don't get punished, they will wait until they confirm the first move of said combo hits and then input the rest of the combo, therefore making a "hit confirm." Hopefully that helps! I look forward to watching your journey to learning fighting games more.
Thanks for taking the time to explain! I've since learned what hit-confirming is, and I think I took the lesson a little bit too much to heart. I often assume that a poke I throw out will be blocked, so I psych myself out and drop a combo that's actually connecting because I'm so afraid of overextending into punish territory.
About reaction speed, don't worry, 1-2 days ago legendary veteran Street Fighter player Daigo Umehara won another tournament pretty convincingly, and he's 39 y.o.
i was gonna comment the exact same thing. Daigo himself wondered about whether he could catch up on reaction speed with younger players looking at recent overseas players. He didnt want to end up with an old guy mentality "oh experience will help" so he trained himself to do a very reaction based whiffpunish for a year and that little exact thing helped him winning that tournament. a video of him talking about it that was translated here : ruclips.net/video/IDP6I3xS8n8/видео.html
Let's not forget that daigo has been playing at a high level since he was a kid so his brain is a million times more developed at reacting. No offense.
@@TeaRektum you don't actually know how reaction works then. Experience helps with recognition, it can't change your physical abilities. Go and watch some videos on reactions in fighting games, there're few of them on RUclips
Tilted as said in the video is when someone is angry, done with the game and most importantly frustrated, in the video's case the guy was tilted because he lost to a beginner. Btw love the TV reaction box, hope your jorney in fighting games goes well.
As a random note, the term "tilt" originates from pinball. To prevent cheating, the cabinets would detect if they were being tilted unnaturally, and respond by locking out all the actions and controls until you lost your current ball, with an accompanying TILT warning. Since this response could also trigger if someone got a bit too mad and smacked the machine in anger, the expression carried over to other arcade games, and ultimately to video games as a whole.
You played Footsies and Divekick? Did someone put together a training regimen for you? Is your fighting game "career" being grown in a lab? Jokes aside I appreciate this methodical approach to learning what there is to learn in fighting games.
A good way to understand meaty attacks is in Street Fighter 4, where a lot of characters can do a jumping hard kick and do an Ultra the moment they land and it will combo. If it doesn't combo, you pressed the hard kick button too early. If you do the hard kick late enough, you maximize your frame advantage which gives you enough time to combo into Ultra.
@@meeachael627 Yeah that's what I said. Moves that are active are good at punishing the small bit of vulnerability you have on wakeup. Hence being "meaty" moves.
Marche meaties aren't moves that are active for a long time. it can literally be any move as long as it hits them as they're getting up. and meaties don't punish vulnerability because a meaty only happens after a knockdown where your opponent can block on wakeup. you aren't even vulnerable on wakeup because there are many options to surprise your opponent with.
It was interesting seeing your perspective as a relative newcomer to fighting games. You seem like you wouldn't have much trouble figuring out how any given fighting game works, with the right instructions.
13:21 for the most part you don't necessarily have to remember the specific frame data of every move u kinda just have to remember what's safe and what isn't what works etc. It's not as complicated as remembering is this move +1 yata Yata you can usually feel moves out overtime just by using them also. It is very much alot of memorization tho.
Awesome video dude im looking forward to your career with a greate interest.And dont get intimidated about the frame data actually is easier than what you think
my god this is terrible! So you just steal Core-A's video, shrink it, play it without editing anything, and just sit there like a doofus while we watch you watch the video? Is this supposed to be entertaining? Are you critiquing anything? What the hell were you thinking?
Awesome reaction, it seems like you're getting a good understanding of fighting games. Looking forward to seeing your progress.
One other thing that I've discovered more recently is that I was afraid I would get frustrated from losing over and over. However, I've found I only really get frustrated if I feel I didn't learn anything from being bodied. To that end, DBFZ frustrated me way more than Street Fighter games are.
@@Squint_ One key thing to remember about fighting games is that winning games is not the only indication of progress. This is the downside to fighting games, where other games have level ups and attribute increases, fighting games are about personal growth. Example you may learn a knockdown setup and you use it in a match and it works - things like these are indicators of growth :)
*Alarm goes off as i wake up*
"Ooooh, that was so meaty"
this was fun to watch! i've been playing fighting games with my brother and friends since I was 7 years old and i played it casually where we were decent playing against eachother and knew how to do basic combos and whiff punishes and basic executions but we were never tourney level ppl! Having said that I know this video is old now but I wouldn't get too caught up in frame data. Its definitely there for when you want to really get complex and really dive into getting better , but fundamentals and practicing execution is much more important at a casual and beginner level. Just building good reaction, and following patterns in your opponent (what they like to do against you, their general playstyle, what they continually punish from what you're doing vs what they do not and also what you continually punish them doing etc) is going to get you pretty far. Having good fundies before getting into things like max combos and frame data will give you a great starting point and plus its usually pretty universal. Every game has things like oki, footsies, whiff punishes, super meter usage, knowing how and when to block etc etc. Anyways cheers mate! loved seeing a really new player "dive kick" right into a pretty deep fighting game video like this
It's always a pleasure seeing someone's learning process. A very specific note about Street Fighter V is that despite some buttons coming out faster, there is a priority system. Heavier attacks will beat lighter attacks. This rule does not come into play for other fighting games so it is always good to know the game rules before applying fighting game rhythm and concepts.
I really have to add to this, because the way you said it is kinda misleading. "heavier attacks will beat lighter attacks" but only if they trade (both connect at the same time)
@@gamer5007 You're right. I acknowledge my mistake. Any button can punish a mistimed button.
Hope you dive deep in the fgc. Its a great community.
About frame data :
You dont need to memorize it. Think of it as items in an RPG. You know what they are and what they can do because you have been playing the game long enough...but you never had to memorize them. Its similar with frame data. You know it exist and you might know some of it, like the startup speed of your character moves.
Also, generally its very simple. If you are +x on block, it means you recover faster than your opponent by x frames. If you are -y on block...your opponent recovers before you by y frames.
What you do with this information is up to you. Just because your opponent recovers before you doesnt mean you cant do anything. You could for example shoryuken him since he will think he is safe since he had the upper hand.
Its another layer of mind games.
Hopefully I'll develop a better sense of what's plus or minus, especially on block so I'll know when I can punish and when I should keep blocking. I'm guessing it's just one of those things you get intuition for (assuming you don't want to study it).
That's a great way to put it. As a fgc member for decades now, this is a very sound comparison.
Very nice reaction! There is definitely a lot to fighting games. Thankfully you can still enjoy fighting games without constantly thinking about all the more dense topics like frame data.
To answer your question at the end, hit confirm is (roughly) when you mentally confirm that a hit lands on the opponent, and thus follow up the initial hit with something else (i.e. a combo). Often players will throw out specific attacks on an opponent to try to hit them with a specific combo that starts with said attack. If they do the full combo without confirming that the first move hit the opponent, they can be easily punished if it doesn't hit. In order to make sure they don't get punished, they will wait until they confirm the first move of said combo hits and then input the rest of the combo, therefore making a "hit confirm."
Hopefully that helps! I look forward to watching your journey to learning fighting games more.
Thanks for taking the time to explain! I've since learned what hit-confirming is, and I think I took the lesson a little bit too much to heart. I often assume that a poke I throw out will be blocked, so I psych myself out and drop a combo that's actually connecting because I'm so afraid of overextending into punish territory.
About reaction speed, don't worry, 1-2 days ago legendary veteran Street Fighter player Daigo Umehara won another tournament pretty convincingly, and he's 39 y.o.
I'm right behind him in age, haha!
i was gonna comment the exact same thing. Daigo himself wondered about whether he could catch up on reaction speed with younger players looking at recent overseas players. He didnt want to end up with an old guy mentality "oh experience will help" so he trained himself to do a very reaction based whiffpunish for a year and that little exact thing helped him winning that tournament. a video of him talking about it that was translated here : ruclips.net/video/IDP6I3xS8n8/видео.html
@@Squint_ btw about the reaction speed , i recommend you to watch this video ruclips.net/video/7sfFML4pAbY/видео.html
Let's not forget that daigo has been playing at a high level since he was a kid so his brain is a million times more developed at reacting. No offense.
@@TeaRektum you don't actually know how reaction works then. Experience helps with recognition, it can't change your physical abilities. Go and watch some videos on reactions in fighting games, there're few of them on RUclips
Tilted as said in the video is when someone is angry, done with the game and most importantly frustrated, in the video's case the guy was tilted because he lost to a beginner. Btw love the TV reaction box, hope your jorney in fighting games goes well.
Thanks! Tonight will be my first time going online to play other people, so I appreciate the encouragement!
As a random note, the term "tilt" originates from pinball. To prevent cheating, the cabinets would detect if they were being tilted unnaturally, and respond by locking out all the actions and controls until you lost your current ball, with an accompanying TILT warning. Since this response could also trigger if someone got a bit too mad and smacked the machine in anger, the expression carried over to other arcade games, and ultimately to video games as a whole.
You played Footsies and Divekick? Did someone put together a training regimen for you? Is your fighting game "career" being grown in a lab? Jokes aside I appreciate this methodical approach to learning what there is to learn in fighting games.
Nope, I just did some research on good ways to ease into fighting-game concepts and that's how I learned about both of those games!
Tilted just means your opponent being confused or in a panic mode or in rage or worried about what's to happen in general.
A good way to understand meaty attacks is in Street Fighter 4, where a lot of characters can do a jumping hard kick and do an Ultra the moment they land and it will combo. If it doesn't combo, you pressed the hard kick button too early. If you do the hard kick late enough, you maximize your frame advantage which gives you enough time to combo into Ultra.
"Meaty" moves also refer to moves that are active for a long time, in other words moves that are very good at punishing vulnerability
I didn't know this! Thanks for the information. :)
no it's when your opponent hits you on the first frame of your wakeup
@@meeachael627 Yeah that's what I said. Moves that are active are good at punishing the small bit of vulnerability you have on wakeup. Hence being "meaty" moves.
Marche meaties aren't moves that are active for a long time. it can literally be any move as long as it hits them as they're getting up. and meaties don't punish vulnerability because a meaty only happens after a knockdown where your opponent can block on wakeup. you aren't even vulnerable on wakeup because there are many options to surprise your opponent with.
It was interesting seeing your perspective as a relative newcomer to fighting games. You seem like you wouldn't have much trouble figuring out how any given fighting game works, with the right instructions.
This is an awesome series. Great to see your journey
13:21 for the most part you don't necessarily have to remember the specific frame data of every move u kinda just have to remember what's safe and what isn't what works etc. It's not as complicated as remembering is this move +1 yata Yata you can usually feel moves out overtime just by using them also. It is very much alot of memorization tho.
I hope you enjoy your journey learning!
You can learn these things only once, it will only get more advanced.
You're right, and I'm starting to see that!
Awesome video dude im looking forward to your career with a greate interest.And dont get intimidated about the frame data actually is easier than what you think
Started my fighting game journey few days ago and I absolutely suck! Doing my research now.. just like you :D
Getting tilted just means getting mad lmao
This IS a old video but you seem very stiff. Try to loosen up! 🙂
my god this is terrible! So you just steal Core-A's video, shrink it, play it without editing anything, and just sit there like a doofus while we watch you watch the video? Is this supposed to be entertaining? Are you critiquing anything? What the hell were you thinking?
It's. Called a raction video
Is called reaction video bro what the hack man