5 Street Fighter shortcuts that the game DOESN'T teach you

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  • Опубликовано: 24 ноя 2024

Комментарии • 892

  • @duden2217
    @duden2217 Год назад +2154

    I like grapplers but the 360 motions always deterred me because they were hard to get reliably. I have learned something today and may finally be able to start enjoying a diet of paint chips.

    • @flipkiller8521
      @flipkiller8521 Год назад +51

      I'm gonna try it out with Potemkin.

    • @BENJA021100
      @BENJA021100 Год назад +127

      @@flipkiller8521 potemkin Buster is only a half circle

    • @TheCJRhodes
      @TheCJRhodes Год назад +34

      That's awesome, glad you got to find it finally! Fighting Games remind me a lot of Dwarf Fortress. There are so many useful tricks, which can normally only be found around online, and usually it's something you just stumble upon, but once you learn it, it opens so many new options up for creativity and expression you never thought possible. I hope SF6 more easily introduces people to these shortcuts and tricks for seemingly difficult motions and concepts.

    • @Giraffinator
      @Giraffinator Год назад +54

      We were entirely misled on 360 motions, a whole third of that isn't even needed

    • @Sheithan
      @Sheithan Год назад +21

      Grab on, fellow paintchugger.

  • @kyleolson8977
    @kyleolson8977 Год назад +60

    "Negative Edge" is an electronics or communications term. When a signal goes from low to high it's the "positive edge", and when it goes from high to low it's the "negative edge". This is important because things are "positive edge triggered" or "negative edge triggered". Something happens when the right edge appears. It's how the CPU clock in a computer works. The CPU is listening for either the positive or negative edge of some kind of clock signal to do have one clock cycle.
    In video games, the "positive edge" is when the button goes from unpressed to pressed, therefore the "negative edge" is where you release it.
    (Although in the electronics of your game's controller, the button probably sends out a negative signal when pressed and a positive signal when unpressed, but that's an implementation detail).

  • @minechaftgamer288
    @minechaftgamer288 Год назад +84

    I was grateful enough for the 360, combo and tiger knee tips, but I have never even heard the term autocorrect or badass sounding Negative Edge, fighting game gold right here

    • @hotzauhse
      @hotzauhse Год назад +1

      You don't hear that in new games mostly games that are 8+ years old.

    • @the0therethan
      @the0therethan 5 месяцев назад

      @@hotzauhseI don’t believe you actually play the new games, there’s plenty of examples of both???

    • @hotzauhse
      @hotzauhse 5 месяцев назад

      @@the0therethan ggs and sf6? What other game?

    • @weedandwater
      @weedandwater 5 месяцев назад

      I remember learning about negative edge a decade ago.
      It blew my mind.

  • @thegodofpez
    @thegodofpez Год назад +59

    The best part about this channel is learning without being bored. Trust me, there are channels that do that.

  • @Zendariel87
    @Zendariel87 Год назад +384

    I don't think this was mentioned in other videos yet, but if you want a fireball after moving forward, you should do a half circle forward instead of quarter circle as this prevents accidentally getting a DP. Ryu used to have a hidden fire hadouken in the earlier games if you did a half circle instead of a quarter one.
    And similar to the super remembering the first quarter circle from special you can do a part of the motion for specials in the middle of strings, so you could hold forward and press jab, then crouch and press jab, and then down forward and press again to get a dp. Took me an eternity before I accidentally stumbled on to that.
    Another example is to buffer part of a super with a normal that does not have a special in it, for example doing quarter circle light kick into quarter circle light punch with ryu would result in an easier super from a light kick, this might be even more useful in sf6 since you can't special cancel into one bar supers.
    The diffence between knowing some of these input and buffer tricks and not knowing is pretty huge.

    • @markg5480
      @markg5480 Год назад +1

      "Another example is to buffer part of a super with a normal that does not have a special in it, for example doing quarter circle light kick into quarter circle light punch" Intereting! So this works in SSF2T? This method is pretty much how Capcom designed the Super Cancels to work in SF Zero. On a control pad you can just hit Fierce then cancel with a Super Move (ala SF3) but the timing is so tight on Zero that it's nigh on impossible on a stick; you HAVE to buffer it into an empty move. Like for Adon you would do a Hadoken and kick and then do a Hadoken and Punch. Since he has no Hadoken and Punch special, you won't activate any move. Just like Nash - back 2secs forward and kick, back then forward and kick.

    • @markg5480
      @markg5480 Год назад +1

      Since he has no Hadoken and Punch special
      *hadoken and kick, sorry

    • @Zendariel87
      @Zendariel87 Год назад +1

      @@markg5480 I tested this in the game thats in the fighting game collection with st character, it works but it seems you'll need to time the attack to be down attack, standing kicks did not seem to be cancelable. So the input would be 2362(normal)36 punch for ryu in super turbo to cancel into super more easily. If the input is clean enough you can also do a crouching punch instead of a kick, but it's more likely to end in a DP if you mistime the button.

    • @Zendariel87
      @Zendariel87 Год назад +3

      I think the buffering is pretty universal, for example in guilty gear you can do half circle back button, forward heavy slash with most characters for a relatively easy cancel to super. So if you know you can punish something with a jab and you have a fast super, you can get a much bigger punish without breaking your wrist trying to do the whole motion after the jab.
      Or if you want to follow up a crouching kick with a DP, I think most characters in most games could do the DP motion and press kick and punch in a rapid succession without doing any input motion between those two buttons.

    • @younghandshake
      @younghandshake Год назад +4

      Holy shit, thank you. Wow. How have I never thought of that. I get accidental dp all the time after a dash or just walking forward.

  • @SenraethX
    @SenraethX Год назад +112

    Combining negative edge with super cancelling is also great. With Ryu, do the normal quarter circle and hold punch for the Hadohken. Then do another quarter circle and release for Shinkuu Hadohken!

    • @DavideNastri
      @DavideNastri Год назад +1

      Is it possible to decide "not committing to it"?
      For example the other fighter guards the fireball and you want to just walk away but you are already keeping the button pressed...

    • @aclonymous
      @aclonymous Год назад +3

      @@DavideNastri you should never realistically be in that situation. Almost all combos involving supers start with a hit confirm off a button you would actually use in neutral, i.e. 3s Ryu 2mk > 236p > 236236p (the combo he literally said in the video). If you're throwing out a hadouken in neutral at a range where you could combo into shinku (aka directly in the opponents face) and they block it, it doesn't matter if you stop yourself from throwing out the super, you're still -9 and punishable by damn near every normal in the game.

    • @DavideNastri
      @DavideNastri Год назад

      @Byron Martin
      This is what I meant!
      But with negative edge... You are committing. Or not? What if you don't stop pressing the button?

    • @ilavain
      @ilavain Год назад +1

      ​@@DavideNastriyou should just stop the motion input, you still have to do it even with negative edge

    • @benjaminjameskreger
      @benjaminjameskreger 5 месяцев назад

      ​@@DavideNastrinope, you're committed. Juri mains know your pain.

  • @TheShayminGamer
    @TheShayminGamer Год назад +264

    One common negative edge tactic not mentioned is using negative edge when zoning with projectiles. It allows you to throw back to back fireballs without whiffing attacks if your fireball is still on the screen, like if your opponent neutral jumps the first one, etc.

    • @madpika6812
      @madpika6812 Год назад +9

      Hi, newer fighting game player here, with a question about negative edge. Does it work from special to special? Say i throw a ryu fireball and hold the button down, then input a dp motion, will the DP come out on release of the button? Or is it just a thing from normal to special?

    • @ragnaroc16
      @ragnaroc16 Год назад +20

      @@madpika6812 it would work from special to special on the same button press and release, as long as you have recovered from the fireball in this example. Negative edge only works on special/super moves.

    • @Tr0lliPop
      @Tr0lliPop Год назад +3

      @@madpika6812 Negative edge works in any scenario so long as you're using it to input a special/super. Not sure about command normals. So yes, pressing the button for one special and releasing it for the other will work if you don't do it too early.

    • @protonjones54
      @protonjones54 Год назад +1

      @@chupasaurus glossary by infil? What?

    • @flyingiguana409
      @flyingiguana409 Год назад +1

      negative edging sounds like an adult version of tenet

  • @Flintolerable
    @Flintolerable Год назад +55

    Dhalsim gets good use out of the tiger knee technique to do an instant air teleport which lets you come down with an air attack either a front/back mixup. In SFV he can also do instant air yoga gales.

  • @broosewee
    @broosewee Год назад +23

    I've been playing SF for 30 years and didn't know most of this information. Happy to learn like a noob. Thanks for this content!

  • @pabloarammasmanian5391
    @pabloarammasmanian5391 Год назад +58

    Option select is when you do two things at the same time and let the game select for you. OS are strong because the cover multiple option and the game make always the correct depending of the situacion. Most strong ones are normally patch in the modern games but think like Safe Jumps are a form of OS very common on most games

    • @Tr0lliPop
      @Tr0lliPop Год назад +8

      Description for a safejump for anyone wondering: it's when you jump in on a knocked down opponent in such a way that your jump attack will hit if they don't DP, and if they do DP you will land fast enough to block it.

    • @pabloarammasmanian5391
      @pabloarammasmanian5391 Год назад +6

      @@Tr0lliPop you need to do a deep jump attack + blocking at same time (moving the analog/ pad back). If they doesnt block you get a jumping combo, if they block your are + because is a meaty, if they do whatever air invul reversal (dp or super) you block and can punish they.
      Meaty means hitting with the last active frame of a move. You get more + frame so keep the turn on block and get a easier combo on hit

    • @Tr0lliPop
      @Tr0lliPop Год назад +2

      @@pabloarammasmanian5391 I know how safejumping works I was explaining it to the others.

    • @CoolBossFights
      @CoolBossFights Год назад +1

      And to add to that, option selects can technically be insanely simple, for instance: A late jab on someone's wakeup: if someone does an invincible you simply block, if they don't you retain pressure and get to keep your blockstring.

    • @animaIpath
      @animaIpath Год назад

      what option selects have ever been patched? lmao

  • @minechaftgamer288
    @minechaftgamer288 Год назад +25

    God tier content for me, somehow gone years and years without any of these fundamentals

  • @char-rez83
    @char-rez83 Год назад +14

    NO bull by #2 my mind was already blown. Be playing SF since 2, learn something new everyday. Thank you, genuinely. It is like the 3 sea shells

  • @MikeRosadoGaming
    @MikeRosadoGaming Год назад +23

    I have a condition that makes it hard for me to do inputs. So having Zangief (my favorite character, and all grapplers in general) have that option means a lot to me cuz I LOVE Fighting Games and I wanna play it competitively someday. 🔥👍

  • @badsketch9264
    @badsketch9264 Год назад +52

    I remember when I started playing fighting games as I started VERY late (DBFZ), when I finally understood that games expect some shortcuts or direction prep for certain combos, I was blown away. To this day I do not know why beginner videos don;'t even mention these kinda things.

    • @sandmans5980
      @sandmans5980 Год назад +9

      Yo, beginner videos on fighting games technique will have you doing EVERY SINGLE MOTION AND IMPUT 😂

    • @RostovII
      @RostovII Год назад +5

      I guess they don't mention these things as to not overcomplicate the game right away to newcomers

  • @KibaKitsune
    @KibaKitsune Год назад +18

    Another useful trick for the DP section is corner to corner buffering. If you wiggle the controller from down back to down forward and back again, you should be able to auto correct the DP side without having to guess for the cross cut motion or not. Just press the punch button as late as possible and you should DP on the correct side.

    • @mrosskne
      @mrosskne Год назад

      what is a cross cut motion?

  • @ReaperSound
    @ReaperSound Год назад +37

    As a SF player for years I've known these tricks for ages but I'm glad to see there is someone out there teaching these shortcuts to those that may not know. Nice way to give a lesson to those who may not have known these.

    • @mgband
      @mgband Год назад +1

      I have also been an SF player for years (since vanilla SFII on the SNES) and I had no idea about some of these. I was doing everything the hard way! 😮

  • @CloaknDagger
    @CloaknDagger Год назад +3

    Low key I also noticed and appreciate the way you formatted your content on this video: A lot of creators would do a countdown from least useful to "build" to most useful at #1, but I feel like you did the exact opposite, keeping me hooked in until the end, instead of skipping ahead to the end of your video. Always appreciate the most relevant/general stuff up front and the narrow/specific stuff at the end. So stoked for SF6, I'm taking in all your content in preparation hahaha, thanks again.

  • @fingerknives4130
    @fingerknives4130 Год назад +12

    Thank you for explaining the standing 360 input so well! I’ve been playing fighting games for over 30 years and always had to jump in or get super lucky with those inputs! Such a revelation! Thank you!

    • @cesarpalacios5782
      @cesarpalacios5782 Год назад +1

      Another tip for grapplers is that you can buffer the 360 or 720 motion while you are hitting your rival.

  • @EinDose
    @EinDose Год назад +4

    What I'd love in videos like this is a 'hand-cam' to actually see what these inputs look like. The on-screen inputs are nice, but they mostly get really flooded and busy, especially in the DP section.
    ...which is the one I really cared about, because I still struggle with DP motions and have never really found an explanation of it that works for me.

    • @bluefootedbum7209
      @bluefootedbum7209 Год назад

      I just do 63236P and it usually works, it's probably not the best way to do it, but it gets the job done.

  • @flamingpaper7751
    @flamingpaper7751 Год назад +8

    It will never not amaze me that standing 720s are possible

  • @colonelquesadilla5080
    @colonelquesadilla5080 Год назад +20

    Kage in SFV has some insanely cool tiger knee combos with both fireball and tatsu (which is MUCH harder to perform)

  • @ChrisWilliams-ur7fn
    @ChrisWilliams-ur7fn Год назад +17

    This is great stuff for beginner players. It's nice to have people taking out the time to simplify fighting games. When you're new it's all just so overwhelming.

    • @aspreedacore
      @aspreedacore Год назад

      @@vision821k4 you will still get your ass kicked cause there is always soneone better then youm even pros get their asskicked

    • @vision821k4
      @vision821k4 Год назад

      @@aspreedacore I've heard this concept, but I've never lost a game so it might be true in theory, it just hasn't been proven to me yet. There's also a theory I'm God, that might be true as well, I'll have to weight each one in time and see where the truth lies. Truth lies, get it? Yooouuuuu like?

    • @aspreedacore
      @aspreedacore Год назад

      @@vision821k4 you should compete!!!

    • @vision821k4
      @vision821k4 Год назад

      @@aspreedacore I would, but the competition looks piss poor so I consider it a waste of time. I mean, what am I going to do? Win evo year after year? Is that really fair?

    • @aspreedacore
      @aspreedacore Год назад

      @@vision821k4 I guess free money and glory is not worth? also your thinking to small, for example the capcom cup #1 prize is 1 million dollars this year

  • @mattb9664
    @mattb9664 Год назад +6

    Definitely going to try some of these. This explains why some of the special move inputs for Ultra SF2 on Switch are way easier to pull off than on the more classic titles.

  • @SolidMarcus
    @SolidMarcus Год назад +4

    Also something worthy to note about the first tip, is that it doesn't matter the direction your 360 is, the command grab comes out anyway, I was blown away when I saw this while practicing the same stuff that's here, pretty useful (I do 360 backwards)

  • @atomu27
    @atomu27 Год назад +44

    I feel like these shortcuts exist so people can help each other with tips, specially the 360 ones. Fighting games are really social games by design, and this is such goes along with it super well

    • @djsiddiki3430
      @djsiddiki3430 Год назад

      lmao

    • @guilhermecaiado5384
      @guilhermecaiado5384 Год назад

      People used to gather on arcades and play KoF with bat top sticks

    • @Sonicstillpoint83
      @Sonicstillpoint83 Год назад

      Very similar to actual combat sports:
      Open mat always ends up being a time to just hang out and then answer questions about whatever someone is struggling with or wants to know how to perform.

  • @izayoirokkuu
    @izayoirokkuu Год назад +4

    Fun fact: as it's a platformer instead of a fighting game, you can perform a Shouryuuken in Mega Man X2 by doing a cross cut at any time (this is the technique I usually do, and it works better than the regular input as you won't accidentally command dash). I never tested it out, but I believe it also works in Mega Man Zero 2 when playing as Ultimate Form

  • @duzacksclaw
    @duzacksclaw Год назад +2

    Man i always loved grapplers but the 360 commands were hell for me, thanks a lot! Also the correction delayed input is such a nice trick too!

  • @curlykingjt7145
    @curlykingjt7145 Год назад +3

    You’re a life saver 😭. I literally stop playing Street fighter because of the complicated inputs. Hadoken, and shoryuken etc was always easy but zangief and the combo into supers was killing mr. Thanks man!

  • @fgc_tow3rn719
    @fgc_tow3rn719 Год назад +13

    I learned about the super cancel from overlapping inputs from special to super from your channel a while back and it's helped me so much while playing kof. The thing I struggle with and have never been able to do in sf though is crouching medium kick into super. I feel like I've practiced it a lot but have no idea how to do it. A video about that would be awesome considering sf6 you can only super cancel specials into lvl3s

    • @cactusdragon3553
      @cactusdragon3553 Год назад +5

      You make it easier by doing 1 fireball motion before the crouching medium kick.
      A video on hit confirming this could be useful too, where you only do the super if the medium kick hits.

    • @minhajshad2534
      @minhajshad2534 Год назад +4

      Don't start a Cr. MK, then watch the animation until the attack connects, and then do the input for Super. Without focusing on the animation, as soon as you do the input for Cr. MK and it's animation starts, continue into the input for Super as one continuous motion. If you do that, as soon as the Cr. MK connects, it will be cancelled into the Super.

    • @minhajshad2534
      @minhajshad2534 Год назад +3

      Basically the same thing as what the person above me said, I just put it in a different way, so that maybe you'll be able to picture it differently and get the whole picture.

    • @regi9192
      @regi9192 Год назад +2

      ​@@minhajshad2534 thank you for the comment It made so much sense

    • @minhajshad2534
      @minhajshad2534 Год назад

      @@regi9192 No problem

  • @danielwilliams7562
    @danielwilliams7562 Год назад +5

    I like the one for the crouching dragon punch. I've always had a hard time getting it when I need it. I was never good at the original tiger knee input too

  • @RenPenov
    @RenPenov Год назад +2

    These tips/tutorial-y vids are excellent, jm. Keep 'em coming!

  • @doujinpackers
    @doujinpackers Год назад +4

    thanks jmcrofts for all your FTG tech videos ! been improving a lot by learning from them!

  • @1BrickMouse
    @1BrickMouse Год назад +2

    Oh man that combo into super tip is great for me. I was going crazy trying to do supers from specials before.

  • @michaeladlam2145
    @michaeladlam2145 Год назад +1

    Yes more of this!!! I've been playing too long and too afraid to ask! This whole vid was informative to me!

  • @kuwandak
    @kuwandak Год назад

    one of the best channlels on youtube right now
    when im in a bad mood, i just tune to jmcrofts and things are more bearable
    when im in a good mood, then i stay in a good mood

  • @Vargas3499
    @Vargas3499 Год назад +1

    Excellent videos as always. I have a lot of friends that are new to fighting games and your stuff makes an excellent gateway for newcomers to understand concepts they would never figure out on their own.

  • @piotrzaras9067
    @piotrzaras9067 Год назад

    I swear to god, the amount of time I spent trying to do Marisa's qcf+light kick into super ender! My wrists were dead. And u came in clutch with the strat man. Thx and keep up a good work. Ur a life saver for ppl like me who just started the 2D fighter grind.

  • @respectfulremastersbymetal8336
    @respectfulremastersbymetal8336 Год назад +5

    Nice.
    Yeah, #2 is basically the entirety of how to get crazy KoF moves out.
    I always sucked at those games and wondered how people did such crazy input strings... and then I learned that and it became a cakewalk.

    • @retrostart8681
      @retrostart8681 Год назад +1

      Up until now I was just pushing buttons 😅
      Not that I don't know the tricks, but when you have a bad match up or a game boss in front of you, you don't think about input
      You just wanna crush him
      Looks like I'm gonna review my gaming basics 🚶🏿‍♂️

  • @LordZanba
    @LordZanba Год назад +1

    I appreciate these tips. I never got into competitively playing any Street Fighter, but I remember the DP command looking wild and being a pain to execute. I would always input forward, then back and quarter/half turn forward + punch to get it to fire off. Interestingly, I did not have too much trouble using Zangief's grapples.

  • @PomboKad
    @PomboKad Год назад +1

    Ok, I have been part of the FGC for years and I didn't know about the special into super. I always did 2 QCF. Thank you for sharing this tips!

  • @cyanmarker8386
    @cyanmarker8386 Год назад +2

    Hey man, thanks for making the videos you've been making! It's great to have someone teach people like me how to understand the basics of fighting games. I like learning about a whole bunch of games so it's not always easy to spend my time learning something as in depth and complex as many fighting games are.

  • @darktetsuya
    @darktetsuya Год назад +1

    'negative edge' took me back to the street fighter anniversary collection 15th anniversary's bonus tech videos, I remember the first time seeing it there! some great tech here.

  • @craiggamble4431
    @craiggamble4431 Год назад

    I’ve been struggling with my challenges. I didn’t know the combo into a super could be done this way, you’ve saved me hours of frustration there.

  • @mr_j_official
    @mr_j_official 7 месяцев назад +1

    You can tiger knee Jamie’s dive kick in SF6, so that last tip is pretty important

  • @MaxClyde
    @MaxClyde Год назад +1

    We really need this sort of thing. I was blown away the first time I heard you could do 33 Punch for DP rather than 6236

  • @kristianjensen5877
    @kristianjensen5877 Год назад +3

    I think it'd also have been worth a note on charge moves being chargeable while jumping and/or being in attack animations in most modern games.
    Took me a while to realize how the heck Guile, Boxer, Bison etc. could end a combo into their charged special moves.

  • @randitothebandito4479
    @randitothebandito4479 Год назад +2

    Love the videos man! Very beginner friendly :) I really enjoy the match commentary series, can't wait for more

  • @SamHintz
    @SamHintz Год назад +1

    I’m a more casual fighting game play and this was super helpful for me. Would love more videos like this.

  • @rud5101
    @rud5101 Год назад +1

    Would've loved some videos like this when I was learning back in the day. Always good to have new people getting into fighters!

  • @Caw50
    @Caw50 Год назад

    This is awesome! I've been grinding to get into sf super hard since 6 came out and learning a lot, but there's always more to learn and your content has been super helpful. Thanks a lot man!

  • @Boyzby
    @Boyzby Год назад +2

    I was waiting until the end of the Negative Edge section before going to ask if there was a way to prevent it from happening, since it screws me up all the time, so knowing that it's going to finally be an option in SF6 was amazing to hear.
    Oh, I remember in an old Excellent Adventures episodes with Ricki talking about TK legs. I kind of got the meaning just from watching but now I know what it means.

  • @backroomgentleman
    @backroomgentleman Год назад

    Oh my goodness dude this video was so incredibly helpful as someone that is really getting into Street Fighter for the first time, I've dabbled in games in the past but didn't know any of this stuff, my mind was blown

  • @edwardengland8349
    @edwardengland8349 Год назад

    Thank you for this! There are few videos out there talking about the little things that have become common knowledge over the years in the fighting game community and that newcomers like me have a hard time getting a short, easy to understand explanation. I learned a lot. This video will be a reference for a lot of newcomers to the series.

  • @nathanstruble2177
    @nathanstruble2177 Год назад +1

    Can't say thank you enough, I finally decided early in SF5 to Git Gud, and had to abandon a couple characters cause the inputs were weirding me out. Especially the 360 circle. Ended up on Karin but still I could have used this years ago

  • @aaronwalk3128
    @aaronwalk3128 Год назад

    Nice one jmcrofts, very well explained. The one thing I personally struggled with is doing cr. MK into dp without accidently getting a fireball or a super in older Street Fighter games. The way I learned to do it is by doing one of two options:
    • 6 2MK 3P (or if you are on a hitbox: forward, down+MK and while holding down press forward + punch. Because if you end with forward, you might accidently get a fireball)
    • Quickly tap and release 2MK and do 623P for dp. If you hold 2MK a tad too long, you will get a super (using 3rd strike Ryu as an example)

  • @shiryu22
    @shiryu22 Год назад

    this is understated but very refreshing to see you doing it live - and you leave the messups and all! great video and cheers

  • @42k78
    @42k78 Год назад

    This is so useful. Thank you! I have noticed the standing 360 is WAY easier in the new games. I don't need a trick. When I play Alpha 3, I struggle from time to time. I will let the enemy take down my entire health bar while I'm sitting there trying to do the same 360 move and I will REFUSE to move on until I get it. I'm gonna try your method and see if it makes it easier for me.

  • @jjcoola998
    @jjcoola998 Год назад

    This explained why some of my inputs were doing things other than what I expected when cancelling moves , super helpful

  • @UltimateTS64
    @UltimateTS64 Год назад

    Woah that helps a lot as someone who's just now looking to actually learn Sf with SF6. I've played all the number entries a couple of times and know the basics, but with the SF6 demo I'm seeing that it's hard for me to understand how combos work coming from only really playing Smash and Strive. This helps a ton

  • @dgarayua
    @dgarayua Год назад

    For Zangief in older games and likely in new games performing the following sequence will do the spinning pile drive.
    right, diagonal [down / right], down and then up and punch. Or Left, diagonal [down / left], down and then up and punch.
    both ways work no matter on which side you are.
    Think of the joystick as a clock motion begin on 9 o' clock then move to 6 o' clock then 12 o' clock and punch.
    Think of the joystick as a clock motion begin on 3 o' clock then move to 6 o' clock then 12 o clock and punch.
    The advantage of this you can perform the move without throwing punches, useful for enemys missing attack that requires recover like characters switch on VS series, ken master shoryuken.

  • @ShinyGBZ
    @ShinyGBZ Год назад +9

    360's were hard enough for me to learn, but my brain just MELTS when it comes to 720 inputs. Hugo is a bunch of fun in 3S but Gigas Breaker is so hard to do standing I've only ever landed it on block or after a jump. Would love to get advice on that, but thanks for the standing 360 help!

    • @the805paradox
      @the805paradox Год назад +2

      Easiests way to sneak it in for me is after universal over head buffer the circle in the air and land with in and tada Gigas on block and or after even hittin the overhead .

    • @evilded2
      @evilded2 Год назад +1

      Now get hype for 1080s

    • @Infil
      @Infil Год назад +6

      Doing a standing 720 (also called "tachi gigas") is very hard, because there is no way to prevent your character from jumping (unlike standing 360s where almost all of your motion does not involve up, and then you simply hit up at the end + punch). The only real way to do it is to be incredibly fast. During your first 360, Hugo will start to do a super jump, and then you'll have to complete the second 360 before Hugo leaves the ground (which takes 7 frames). So you'll have to hit all the relevant parts of the 360 input within the next 7 frames.
      Unfortunately there's just no other way to do it. But it's also why it's so hard and seen relatively rarely outside of the top Hugos. (Of course if you just want to do a 720 super using any method at all, jumping first and then spinning the stick while jumping is pretty foolproof.)

    • @OathOfRevenge
      @OathOfRevenge Год назад +2

      Hugo main here! Understanding how the 720 actually works is key.
      You need to buffer a full 360 motion (direction doesn't matter) into the recovery of hitstun, blockstun or a whiff. The game will now remember the buffered 360, and now you have a pretty generous window to do a normal 360 grab (aka a 270), even if you do the second one in a different direction! The game won't care if you did the first 360 clockwise and the second one counterclockwise, the 720 will still come out.
      When you understand how long that window between the two 360s lasts, you'll be able to walk either direction before doing the second 360, or even wait and confirm it will connect. Good luck 👌

    • @ShinyGBZ
      @ShinyGBZ Год назад

      @@Infil knowing I have 7 frames total is helpful, thanks!

  • @kclauber
    @kclauber Год назад

    The 360 tip and the Tiger knee tip are basically the same motion, but with different chars/situation. If you're playing Gief and you want to do an air 360, you do the motion and delay a little to press punch. He'll jump and instantly grab.
    Great tips! I'll try the negative edge one, I forgot that was possible

  • @KingVVIlly
    @KingVVIlly Год назад

    Great video. Been playing fighting games since the original SF II and all of these check out. The one thing I haven’t been able to successfully do is a bunch of sonic booms in quick succession.

  • @6Anonymous6
    @6Anonymous6 Год назад +1

    Thanks, I'mma need a ton of beginner videos just like this for when SF6 comes out.

  • @TheRandoMario
    @TheRandoMario Год назад

    Loving the SF6 prep content. Also, shout to all the different games you were using footage from. I'm definitely one of those people who got confused when "Tiger Knee" seemed to pop up at random.

  • @m33kon3
    @m33kon3 Год назад

    Everytime you make a tutorial video I understand it the first time, no need to rewind!! TY!

  • @censor2112
    @censor2112 Год назад +14

    Something important to note about the special into super cancel is you can also do it with charge moves, like sonic boom into hurricane

  • @TheMaDNiaC
    @TheMaDNiaC Год назад +1

    It would be very useful to have a hand-cam for a video like this to see the inputs better. This is still great content though. There are some keyboard shortcuts too but I don't think many people use keyboard or care about it. For example, when you are holding Down, if you press Forward+Forward+Punch, shoryuken will come out.

  • @MarcConcepcion1313
    @MarcConcepcion1313 Год назад +2

    The origin of the name "negative edge" is very unsexy. It's a technical term from the world of electronics, where the state of a binary circuit is determined simply by measuring whether the signal that comes from that circuit is low-level (off/open) or high-level (on/closed). "Signal edge" is what you call when the circuit switches from one signal level to the other. Going from low to high is "positive edge;" going from high to low is "negative edge." In fighting games (at least these days; I'm pretty sure there was a time when SNK fighting games didn't do this), the input engine takes both "positive edge" and "negative edge" into consideration in the form of whether it detects if a button or direction is pressed or released.

  • @GM_Lemmy
    @GM_Lemmy Год назад

    Your videos are always so interesting... Even when it's information I already know, I still enjoy the way you word it.

  • @elhombre451
    @elhombre451 Год назад +2

    Great video! Found these tips super helpful for someone just getting back into the FGC. Wondering if you could do a video that goes through how to optimally use the features in training mode or some sort of practice routine you do when learning/practicing a new game.

  • @Zombiemoves
    @Zombiemoves Год назад +1

    Thank you. I enjoy all your videos especially your tech help. Could you consider doing something on ‘timing’, that is some combos require a step forward or a slight pause. Something on finger placement or something on canceling moves. I find it difficult to do Chun-Li’s jump cancel in Third Strike.

  • @saaah707
    @saaah707 Год назад +8

    There's an even weirder quirk for standing 360 in SF5 specifically: you no longer need to hit the cardinal directions in order.
    For example... D, F, B, U (like a lightning bolt shape) is a legal SPD motion
    Hitbox users in particular may find this useful...

  • @CloaknDagger
    @CloaknDagger Год назад

    I love these types of videos SO much, thank you!

  • @ggborgo
    @ggborgo Год назад

    I never heard of negative edge before, the others I knew the technique but not the name /o\.
    I know there is some tricks for super jump and low jumps, but as far I know doesn´t apply for SF main series. I loved the video, thanks a lot

  • @strotherpt
    @strotherpt Год назад

    This was by far the most helpful street fighter video of all time.

  • @hughmcfall
    @hughmcfall Год назад

    Great video, I'm so hyped for SF6 but I need to really dig in to up my game and these videos are excellent, plus you are so enthusiastic about the games it really ups the hype!

  • @THernane
    @THernane Год назад +1

    Im just now starting to learn fighting games and this is VERY helpful!

  • @spoogtastic
    @spoogtastic Год назад

    This was hugely helpful! I didn't know about the 360 and I'm always trying to play gief. Huge huge help my dude!

  • @Fallub
    @Fallub Год назад +1

    Great and informative video. Thank you.

  • @IsmaelSerrada
    @IsmaelSerrada Год назад

    Great video. I've been teaching these concepts/shortcuts to all my friends who have interest on learning fighting games beyond average. Love the examples with older games of sf. Another tiger knee motion to tests out is SSFIV Akumas air hadou as a mixup. Can't wait for SFVI to release

  • @JakeB323
    @JakeB323 3 месяца назад +1

    I just started my first street fighter game and man is it a learning curve from MK but it seems fun so I’m sure it’ll be worth it

  • @reyblanco_
    @reyblanco_ 5 месяцев назад

    I don't even really play fighting games. But I'll watch this Jay any day.

  • @boot-4704
    @boot-4704 3 месяца назад +1

    The 360 motion should help with my Potemkin, thanks!

  • @nights2747
    @nights2747 9 месяцев назад

    The second tip about special move into super using only 2 motions that tripped me up so hard trying to do 3 and just mashing. It was a revelation when i finally realized you could only do 2. Also negative edge i had no idea about despite playing sf4 since 2017.

  • @PeeGeeThirteen
    @PeeGeeThirteen Год назад

    Guile and Vega's Super from ST.
    Ch db, df, db, uf+K
    It can be done with a rollng motion from Forward, Down, Back then Up-Front + kick after a charge

  • @welloveraverage
    @welloveraverage Год назад +1

    I'm new to fighting games and creating my own games, this was very informative!

  • @Kalulosu
    @Kalulosu Год назад

    I think negative edge was one of the techniques that made me fall in love with fighting games, just for the silliness and yet coolness of it. Kinda impressed that they went and added an option for that in SF6 though, it always felt like one of those "things that exist but we don't talk about it".

  • @hR-gw3re
    @hR-gw3re Год назад

    feels good knowing almost all of them. even if I'm not that good of a player I can say I'm advanced just because I have been playing for a while now B-) lol
    and I hope you get the recognition that you deserve for SF6! all your content has been solid since the beginning!!
    cheers!

  • @drakewarnock1239
    @drakewarnock1239 7 месяцев назад

    I have had trouble with jumping in the middle of a 360 motion for decades. The least I can do is give you a like for explaining what the hell I've been doing wrong this whole time

  • @gregorioliveira
    @gregorioliveira Год назад

    I used to "Tiger Knee" Ukyo Tachibana's Tsunami Gaeshi in Samurai Shodown II in the arcades back in the day. It was wicked. Good memories from about 30 years ago.

  • @eduardoramirezjr1892
    @eduardoramirezjr1892 Год назад

    The 360 cheat was something I learned in Blaz Blue. I'd imagine negative Edge is how Charge characters can launch instant specials. I always struggled with Guile, but was okay with cheesing Balrog inputs. The Tiger Knee input was what made me play Ryu in MVC. Backwards upward Tatsu is such a great escape tactic.

  • @djsirtucker73
    @djsirtucker73 Год назад

    Yo, I've been using that "negative edge" trick since SF 2 Championship Edition. That Balrog turn punch is phenomenal when using it. Because u're able to do all his other moves as well.

  • @fakeigniz13
    @fakeigniz13 Год назад +1

    Negative edge can be used to 2 in 1 moves to combo, so you press the button to start the combo, hold it down, do the special move motion and release the button to do the move.
    This can lead to unintentional combos if your button presses are too long or inputs too fast, or if the game registers inputs for too long.
    Always had a problem with this for nrs games, which is why they often let you turn it off

    • @hotzauhse
      @hotzauhse Год назад

      Oh yes in MKX i had to turn that thing off because it would mess up my whole combo doing the special moves at the wrong time.

  • @PhirePhlame
    @PhirePhlame Год назад +1

    Me getting ready to be in the background of a modern SF stage:
    A pen fell off the dinner table as I was walking by. The impact. I stood no shance against the veritable earthquake that shook the whole room. I tried to stay standing, but it was a fool's errand, a delay of the inevitable fall. I'm amazed I came out of it okay.

  • @martinroskilly9994
    @martinroskilly9994 Год назад

    As a newbie at Fighting games, I really appreciate these type videos. 👍🏻

  • @angelusumbrae
    @angelusumbrae Год назад

    Speaking of negative edge, there was a fighting game from the 90s called Primal Rage. And if I remember correctly, ALL of the game's special moves were done with the technique. You had to hold an attack button or buttons, do the directional input, and let go of the button or buttons, to perform the moves. I remember it really throwing me and a lot of other players off. But we were also in grade school, and weren't particularly skilled players.

  • @Tryc3
    @Tryc3 5 месяцев назад +1

    No one has EVER told me ANY of this. THANK YOU.

  • @lukesuess9295
    @lukesuess9295 Год назад

    Wow really good video. These are the types of tips that I desperately needed when I was getting into fg.

  • @victor.paxcow
    @victor.paxcow Год назад

    Awesome vid. Would be cool with more like this. Like maybe go deeper into option selects and other hidden tricks and gimmicks