English translation Chapter 1 Question: Hi, I'm a SF5 player with a question about the button layout in MBTL. I am familiar with and am using the top 3 buttons for ABC and bottom left for D for now, but I am not sure what to do about the combination buttons. In particular, the dash button is used very frequently and seems to be important, but I'm not sure what the theory is about where to bind that button. In the first place, should I be practicing dashing using just the directional inputs? This is my first fighting game with airdash, so I am not sure what is best. Answer: I'm an old man, so my button layout matches the arcade layout. A=X, B=Y, C=RB D=A AB=LB AD=RT BC=B ABC=LT ABCD=unbound. For dash and burst, I match the DBFZ layout. To be honest, I don't really use the dash button that often. Instead, I press A+B manually. In this game, even if your button presses are not timed perfectly, the dash properly comes out (about 3f leeway). In my opinion, if you want to do an IAD, doing it manually with the lever is best. The input for this is 9 -> 5 -> 6, and if you try to use A+B dash it often does not come out at the first possible frame. Other than that, however, dashing using A+B is better in general. As you can see, if you dash by inputting 66, you can see that it requires a few frames per input, so it's not optimal. Question 2: I am not sure how to practice techniques other than combos. For example, it's common to end up guard an air attack and let the opponent have a turn, but how do you practice anti-airs? Answer: Well in this game anti-airs are rather weak. For example, usually your opponent will attack you like shown in 2:26. In this case, I like to run underneath rather than attempting to anti-air. In general, this puts you in a better position than doing anti-air. 3C is technically an anti-air option, but it often results in clash so is suboptimal. While it is technically OK if you just buffer an attack after the 3C clash, you can just run underneath instead of dealing with that kind of read situation. Alternatively, go for air-to-air anti-air. When doing this run-underneath, the dash button is incredibly important.
Question 3: Hello, I have been enjoying MBTL, but I have some parts I can't understand. Regarding when to use your second jump, I understand that it's a good idea to get above your opponent and attack them from the air. However, the distance from your opponent affects the required jump timing immensely, so it's difficult for me to place myself in the correct spot above my opponent. Is there anything specific you keep in mind based on different distances? Answer: One thing I keep in mind is which jumps the opponent has left. For example, if they used their second jump (or I predict they will use it), then they only have back/forward dash options left. In this scenario, I go for the jump attack. On the other hand, if they land without using their air jumps, I retreat back instead of going in. In general though, the timing to go in for an air attack or retreat from an air-to-air anti-air requires game sense/experience. As you play, if you notice that in certain situations you are eating counters too often, then make sure to adjust your play to guard or jump back in those scenarios. As you practice and keep this in mind, you will eventually get a pretty strong air game. In summary, the most effective thing to keep in mind is to track which jumps your opponent has used up. Question 4: Good evening! I got pulled in by Tsukihime and despite never playing any fighting games in the past I ended up buying MBTL! Without further ado, my question is: When using maids (kohaku main), I get a hard knockdown with C battou and then go for okizeme using the tree or cactus, but in most cases the opponent manages to shield it. If I try to approach the shielding opponent, it becomes an RPS situation with A vs B counter, so I end up just sitting there doing nothing most of the time. As a result of this, I feel like okizeme is kind of useless. Sometimes I mix in a 5a to delay the timing, but it doesn't feel like it's working very well. Looking at videos, I haven't seen any examples where the opponent shields so often, so I'm guessing my execution is off for some reason. How should I be approaching okizeme as kohaku? Also, I have no idea how to deal with Noel's keys and end up losing half my HP before I get a single hit in. Is my only option here to play shield RPS? I apologize for the long question, and please take care of yourself as the seasons change and the weather gets colder. Answer: So after the C battou, if you put down the tree immediately your opponent will be able to shield it with no problem. The trick is to delay putting down the tree by enough so that you can hit them with 2a before the tree enters active frames, but not so late that your opponent can mash. Once you have the tree down, you can have a high/low mixup using IAD jA vs 2A, forcing your opponent to choose between standing and crouching shield. In addition to the high/low mixup, you can also go for a throw, or shield yourself if you predict they will DP/mash out of it. Regarding the cactus okizeme, it's honestly not that strong, so avoid using it. It's very easy to shield, and I think it's not a good option. Many people use 236[A] (blowback edge A battou) to adjust the timing on the tree - while it is possible to adjust the timing easily in this way, I suggest practicing without using 236[A]. 236[A] is useful for fooling your opponent into thinking you're doing 236[B] so they do air shield. Once they do air shield, you can get them on the landing recovery. People aren't really doing air shield vs 236[B] yet though, so it's not that useful for now. Regarding Noel's keys, you should just guard or shield (without countering). If they keep throwing the keys, they will run out. Bonus: How do practice anti-airs in training mode? Record something like 9:05, setting the playback to random between empty jump, neutral jump + C, jump -> airdash -> [C] etc. and practice the correct response to each situation (air-to-air, run underneath etc.) Mmm, to be honest this part is kind of about intuition, I can't provide very good advice sorry. I was pretty bad at this when I started too, but after practicing a ton of hours I naturally learned.
琥珀のC抜刀の質問者の人、格ゲー初心者とは思えないくらい起き攻めへの理解度が高くてビビった
English translation
Chapter 1
Question: Hi, I'm a SF5 player with a question about the button layout in MBTL. I am familiar with and am using the top 3 buttons for ABC and bottom left for D for now, but I am not sure what to do about the combination buttons. In particular, the dash button is used very frequently and seems to be important, but I'm not sure what the theory is about where to bind that button.
In the first place, should I be practicing dashing using just the directional inputs? This is my first fighting game with airdash, so I am not sure what is best.
Answer: I'm an old man, so my button layout matches the arcade layout. A=X, B=Y, C=RB D=A AB=LB AD=RT BC=B ABC=LT ABCD=unbound. For dash and burst, I match the DBFZ layout.
To be honest, I don't really use the dash button that often. Instead, I press A+B manually. In this game, even if your button presses are not timed perfectly, the dash properly comes out (about 3f leeway). In my opinion, if you want to do an IAD, doing it manually with the lever is best. The input for this is 9 -> 5 -> 6, and if you try to use A+B dash it often does not come out at the first possible frame. Other than that, however, dashing using A+B is better in general. As you can see, if you dash by inputting 66, you can see that it requires a few frames per input, so it's not optimal.
Question 2: I am not sure how to practice techniques other than combos. For example, it's common to end up guard an air attack and let the opponent have a turn, but how do you practice anti-airs?
Answer: Well in this game anti-airs are rather weak. For example, usually your opponent will attack you like shown in 2:26. In this case, I like to run underneath rather than attempting to anti-air. In general, this puts you in a better position than doing anti-air. 3C is technically an anti-air option, but it often results in clash so is suboptimal. While it is technically OK if you just buffer an attack after the 3C clash, you can just run underneath instead of dealing with that kind of read situation. Alternatively, go for air-to-air anti-air. When doing this run-underneath, the dash button is incredibly important.
Question 3: Hello, I have been enjoying MBTL, but I have some parts I can't understand. Regarding when to use your second jump, I understand that it's a good idea to get above your opponent and attack them from the air. However, the distance from your opponent affects the required jump timing immensely, so it's difficult for me to place myself in the correct spot above my opponent. Is there anything specific you keep in mind based on different distances?
Answer: One thing I keep in mind is which jumps the opponent has left. For example, if they used their second jump (or I predict they will use it), then they only have back/forward dash options left. In this scenario, I go for the jump attack. On the other hand, if they land without using their air jumps, I retreat back instead of going in. In general though, the timing to go in for an air attack or retreat from an air-to-air anti-air requires game sense/experience. As you play, if you notice that in certain situations you are eating counters too often, then make sure to adjust your play to guard or jump back in those scenarios. As you practice and keep this in mind, you will eventually get a pretty strong air game.
In summary, the most effective thing to keep in mind is to track which jumps your opponent has used up.
Question 4: Good evening! I got pulled in by Tsukihime and despite never playing any fighting games in the past I ended up buying MBTL! Without further ado, my question is: When using maids (kohaku main), I get a hard knockdown with C battou and then go for okizeme using the tree or cactus, but in most cases the opponent manages to shield it. If I try to approach the shielding opponent, it becomes an RPS situation with A vs B counter, so I end up just sitting there doing nothing most of the time. As a result of this, I feel like okizeme is kind of useless. Sometimes I mix in a 5a to delay the timing, but it doesn't feel like it's working very well. Looking at videos, I haven't seen any examples where the opponent shields so often, so I'm guessing my execution is off for some reason. How should I be approaching okizeme as kohaku? Also, I have no idea how to deal with Noel's keys and end up losing half my HP before I get a single hit in. Is my only option here to play shield RPS? I apologize for the long question, and please take care of yourself as the seasons change and the weather gets colder.
Answer: So after the C battou, if you put down the tree immediately your opponent will be able to shield it with no problem. The trick is to delay putting down the tree by enough so that you can hit them with 2a before the tree enters active frames, but not so late that your opponent can mash. Once you have the tree down, you can have a high/low mixup using IAD jA vs 2A, forcing your opponent to choose between standing and crouching shield. In addition to the high/low mixup, you can also go for a throw, or shield yourself if you predict they will DP/mash out of it.
Regarding the cactus okizeme, it's honestly not that strong, so avoid using it. It's very easy to shield, and I think it's not a good option. Many people use 236[A] (blowback edge A battou) to adjust the timing on the tree - while it is possible to adjust the timing easily in this way, I suggest practicing without using 236[A].
236[A] is useful for fooling your opponent into thinking you're doing 236[B] so they do air shield. Once they do air shield, you can get them on the landing recovery. People aren't really doing air shield vs 236[B] yet though, so it's not that useful for now.
Regarding Noel's keys, you should just guard or shield (without countering). If they keep throwing the keys, they will run out.
Bonus: How do practice anti-airs in training mode? Record something like 9:05, setting the playback to random between empty jump, neutral jump + C, jump -> airdash -> [C] etc. and practice the correct response to each situation (air-to-air, run underneath etc.)
Mmm, to be honest this part is kind of about intuition, I can't provide very good advice sorry. I was pretty bad at this when I started too, but after practicing a ton of hours I naturally learned.
Thank you so much!
GO1さん、それ最後のカードに「Tahnk you」って書いてありますよw
対空の練習に関して
対空技(無敵技)がない場合
前半でやって下さってた
相手の動きに合わせて
技を置く、ダッシュで潜るが正解なんですかね?🤔
Saludos genio
Will you still play FighzerZ? 🙏🙏🙏
i'm french but you re my favorite player
Hope to see you again my friend
Thanks
サムネで寺井一択かと思った
FighzerZ 😭😭😭