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Shorins
Registrace 1. 06. 2014
Building a Consistent Gameplan (Fundamentals 106) #sf6
Keep the pressure up after you knock them down!
Street Fighter Basics
#streetfighter #gaming #fightinggames #fgc #capcom #sf6
Street Fighter Basics
#streetfighter #gaming #fightinggames #fgc #capcom #sf6
zhlédnutí: 2 063
Video
How Combos Work in Street Fighter 6
zhlédnutí 2,3KPřed 3 dny
Going over combo mechanics Street Fighter Basics I will admit, this one was a bit rushed, I was trying to see how fast I could realistically go from idea to finished video. I'm pretty busy normally and don't have much time in my day to make these without pulling super later nights. I might take it down and re-upload later with better quality and all the typos fixed. Anyways, thanks for watching...
Overwhelm your opponent (Fundamentals 105)
zhlédnutí 5KPřed 3 dny
Frame traps can also be substituted with spacing traps! For more information check out Sajam's video here czcams.com/video/m1SoNOkcVBA/video.html How to play offense in street fighter Street Fighter Basics #streetfighter #gaming #fightinggames #fgc #capcom #sf6
Becoming a Mind Reader (Fundamentals 104)
zhlédnutí 2,9KPřed 7 dny
Give yourself an advantage and watch this video will ya! If you want to learn more, check out this video by fararjeh czcams.com/video/rUNWK7Aq73c/video.html or the footsies handbook sonichurricane.com/?page_id=1702 I'll also be making more videos on neutral in the future, it's an incredibly deep concept! Street Fighter Basics #streetfighter #gaming #fightinggames #fgc #capcom #sf6
How to press buttons more precisely (Fundamentals 103)
zhlédnutí 6KPřed 8 dny
How to improve your execution! 0:00 Intro 0:59 Beginner 2:54 Intermediate 4:21 Advanced 5:36 Outro Street Fighter Basics #streetfighter #gaming #fightinggames #fgc #capcom #sf6
Why you get hit (Fundamentals 102)
zhlédnutí 3,4KPřed 10 dny
Basic Defense Explained! Street Fighter Basics #streetfighter #gaming #fightinggames #fgc #sf6
Seeing the Matrix (Fundamentals 101)
zhlédnutí 1,8KPřed 21 dnem
Frame data explained in under 4 minutes! You can look up frame data here: ultimateframedata.com/sf6/ Street Fighter Basics #streetfighter #gaming #fightinggames #fgc #sf6
Execution is what ive struggled with the most (combination of always having had these problems in games no matter the genre and also switching from modern to classic), hopefully this can help me actually land a decent combo on purpose instead of by sheer luck lol
i'm super new to street fighter, got the game a few days ago and these videos are super helpful!
I suck ass at combos 😢
@@dt7202 that’s ok! You don’t need to do the fanciest combos in order to do okizeme, even just punishing a DP with a normal into a special that gives a good knockdown will improve your gameplay significantly. I’ve also got a video on how to improve your execution if you want to learn how to improve at doing combos! czcams.com/video/6X5cJ_iDumA/video.htmlsi=vQ5EnFZeLHQOPZQR
@@Shorins22I appreciate you bro!!
Hello man, one question, where are fundamentals 1-100 ? I'm sorry if i missed something
@@Nax-xq6by Most college courses (in the US at least) label introductory classes as 100 level. I thought it would signify that these are an introduction to fundamental aspects of the game and not everything there is. Sorry for the confusion lol I guess fundamentals 1-100 would be stuff like: learning the controls, how to move, what the meters are and things similar to that
@@Shorins22 Ok bro, thank you so much🥇🥇🥇
nah you earned this sub and bell
Day 4 asking Shorins for wisdom in overcoming Ryu's big massive chest muscles (pectorals)
Great content!
How’ve we made such similar videos at like the exact same time 😭
I know 😭 I saw your neutral video and had to put it in the description of mine as sort of a “further reading” section Keep it up bro your videos are incredible
What character would you recommend my friend start with if he's a complete beginner to fighting games?
@@Neagomesha I’d just say pick whoever looks cool! Every character is good and viable at a high level.
Is the learning curve for SF6 less or more difficult than SFV?
@@Neagomesha I think SF6 is definitely more beginner friendly
This if what I needed to finally get into fighting games
I’m the same but from the opposite/defensive side, when I start the match, I want my opponents to know I will disrespect their plus frames (via ex uppercuts and invincibility reversal) . Once they start blocking or shimmying (on their offense ), then my game can start . Most players under 1500 MR on defense will just block or throw break or mash jab , some will go for ex uppercuts, very few will make a hard read to low medium kick or walk forward and throw on their defense.
This is an interesting way to approach defense, seems a bit too risky for my taste as a level one defense though 😅
The knowledge continues to flow
Is a safe jump an opportunity of frame advantage you get from a knockdown or is simply just safe airborne move. Sorry if this is stupid question or dont make sense lol
@@smokeandmaintain1 A safe jump is done when you have enough frame advantage to jump at your opponent and press an attack, but by the time their reversal comes out, you’ll land which cancels your jumping attack and lets you block. You’ll see akuma do light tatsu into sweep and jump after a lot. If his opponent tries to do a reversal here, it’ll get blocked.
I just discovered your channel randomly, I still mess up everything, but I have a better Idea of how to practise stuff. I hope your channel grows and you keep bringing us this kind of videos, or match analysis or whatever. You are super helpful. I've managed to reach plat 1 with Kimberly, Ken and Akuma, but I'm hard stuck there (close to plat 2 with Ken ) because I lack fundame tals, and I can't hit confirm to save my life. I'm not used to poke and buffering, and I need to know what specials are safe on block, because If I buffer after a poke, and it connects but gets blocked, then the special is probably going to get blocked aswell, and if it's not safe, then I eat shit lel.
Fun fact, with ryu, you can dash up, and then do light hasho, which will leave the enemy in a strike throw mixup!
this is some basic shit ... nice! Saying the things that go without saying is important
@@lamMeTV Exactly! There’s so much knowledge we build over the years, and a lot of people wouldn’t even think of mentioning it to someone who doesn’t know. The only difference between a beginner and expert player is knowledge and experience.
Awesome. These videos are the type of things I thought I would be learning from subbing to Justin Wong or like jmcrofts but nope I had to look for the less than 1k sub channels.
Hopefully not for long! Glad you enjoyed :)
Where did YOU come from? Subscribed so you don't disappear into the magical mist you must've come from -- invested in this chamnel from my first video! Keep on cooking my guy 😚🫴❤️
"When I start a match i want my opponent to respect my plus frames" *cries in Manon*
Hey you got back hp now!
These videos are great. No bs just straight information. Keep it up :)
ur real af for putting mushihimesama music in the video
I'm a smash player who's finally getting back in the tournament scene, great video. It's been something I've been somewhat re-realized, that I'm not doing enough with my advantage state, and that I can force different ones depending on the opponent's character. Thanks, I'll keep it in mind.
great job
You got a really good bitesize series here for newer players. short, concise, easy to understand and apply. I would stress for newer players, if you are in diamond or below, hitting meaty on wakeup is going to generally be the most important thing you learn. The majority of players in this category will always mash (5lp or 2lp) on wakeup or when they block anything. So if you you learn how to meaty you can literally loop them to death with the same combo and meaty setup over and over, as they will flat out refuse to block and keep mashing. A shimmy will give you the same result but it requires you to react to their button to punish and a a lot of throw setups generally get beaten by mash on wakeup, so it will not work against mashers unless they are conditioned to block (which they'll never do). For extra security, you want to make sure your meaty setup is safe vs DI (meaning you have enough time to counter di if they choose to DI on wakeup) as some mashers will refrain from mashing but switch to DI on wakeup, as they have to hit some kind of button and block is not gonna be it!
@@TheLeroy125 These are really good supplements to the video! I talked about it a bit in my last one “if your opponent keeps getting hit, you don’t need to change your strategy” but I definitely should have stressed it more in this one. It’s important to not overadapt. DI is extremely powerful at a lower level. Being ready for it/having a setup that will let you react more easily will definitely help not just at a lower level, but at all levels of play :). Thanks for watching!
Shorins rly puts the FUN in fundamentals 😎😏
One thing that troubles me to this day is inputting fireball after forward walking and getting a dp. Most commonly when doing 2mk>236p I kinda wish there was a setting where dp's only come out when you end on or hold 3.
This is another good one!
Day 3 of asking Shorins to teach us how to outplay Ryus pectorals
lol what
this is exactly what is needed to push up into diamond rank for newer players. i’ll always see people do high damaging combos and burning themselves out without considering the effects of it like pressing the corner advantage or what setups you can do after the knockdown. capitalising on knockdowns will make your opponent second guess themselves when going for risks!
This is the video for me!!
Great video! Inputs are currently my major problem in-game that prevents me from hit confirming amongst other things. I switched to a Fight Box from a console controller and even after all the hours of training I improved, but the drawbacks were: 1. Unintuitive movement direction, especially for jumping. 2. More fingers involved with inputs that can get you fuzzy headed and stumbling over yourself to input the proper, long chain of commands after a thorough training session. 3. Sometimes in game I noticed that I would hold down on a button rather than release which would mess up inputs vs. a d-pad that requires thumb rotation off the given direction. 4. Having to use weaker and less coordinated fingers for important buttons while keeping the intuitive light to heavy layout which reduces reactions to DI. I have decided to switch back to console controllers, but not the generic PS5 because the inputs are hit and miss, the d-pad is terrible for quarter circles and DP inputs, and the d-pad is so easy to press down on that you can accidentally jump. So I had to research different controllers to meet all my requirements and I will be testing my new controller this week when it arrives. The quality of the tool really matters to provide a solid foundation to build upon.
100% agree the tool is super important. A nice fightstick (rap 4 kai or even the quanba drone is a good entry level) is leagues of difference from a mayflash f300 or similar. The cheaper ones tend to break often and you'll end up spending MORE money on cheap sticks than investing a little more upfront to get a slightly nicer one. I haven't played on pad much, I know there's a bunch who play on base ps4 controller rather than ps5. A lot of people are also starting to use the victrix pro bfg, if you're looking for a nice controller I've heard incredibly good recommendations for it from other fighting game players. Leverless controllers are nice because you probably already have one (keyboard) and if not you can get one for really cheap compared to the other two options. I switched to these from fightstick mainly because it's way easier to carry around at tournaments and put in my carry-on for flying. Imo it's definitely the one with the steepest learning curve though.
Great video, but can you make a Terry guide before he comes out so I can get an edge on my opponent?
thanks for actually explaining some of the genres terminology! i can finally understand!
rly digging how to the point and concise these vids are. dont feel bogged down with unnecessary things
May I ask how to practice? for example Akuma 2lp 5lk or Ryu 5hp 5lk? Is it just by feel, sound hints or how to press buttons? I play the game with leverless. Thank You.
I have a guide on how to improve execution here! czcams.com/video/6X5cJ_iDumA/video.html It shows you some techniques and how to practice in training mode :)
Ryu 5HP and 5LK do not link nornally only on counter hit, BUT it does link into 5LP
@@bardockvegetable6377 Thank You
Nice 🎉
Day 2 of asking Shorins to make a video to overcome Ryu's pectorals
Thanks bro. Needed this. Had a bad time yesterday.
Why six frame delay on shimmy train¿?
@@venivediicommented4046 Most people will do a small delay when they throw so that if you do a strike, they’ll block it, and if you throw, they’ll tech it. This is called “delay tech” and loses super hard to shimmies but it’s very effective against frame traps and throws.
@@Shorins22 ohhh makes sense... As if they are delay teching. Question, would an instant grab from opponent stop the shimmy ??
@@venivediicommented4046 it depends on the range and frame advantage, most of the time it won’t stop it but it’ll make the whiff harder to punish, it’s an ok option but it loses to strikes. Tokido actually instant techs a lot!
I’m glad I clicked this video. I’m master rank and never knew that lights chain with one another, now I see how all of those Kims and cammys get away with spamming their lights
There’s just so much information to learn! I didn’t know you could hold 2 buttons to backrise and thought you had to tap them until someone watched my defense video and pointed it out.
@@Shorins22 Well… I just learned something new too now 😂
Ur lying there’s no way u master and didn’t know u could chain lights
@@radicalcellz6666 nope, must suck to suck lol
@@KingJinzo2125 I’m masters gang I don’t suck
I love this
Great video! And I love the visual demonstrations! If I may ask, there is something about the "triangle" of neutral that I always get tripped up on. To me, it seems as if you can both "poke" and "whiff punish" at the same time. You can back up to be in distance to whiff punish, but you can also poke if an opponent gets too close. What would be the counter to someone that is using both options at the same time?
It might seem like your opponent is whiff punishing + poking at the same time, but most of the time they’re just switching “modes” very fast because you’re walking forward. If you take a step just outside of their range and act like you’ll walk forward, but just hold block instead, you’ll be surprised how often people press a button. To bait whiff punishes you could also whiff a light button, and a lot of the time your opponent will whiff their whiff punish, thinking you did a heavier button. This is also why at high level you see people walking forward and walking back a lot, both are trying to get in range to poke or whiff punish, without walking themselves to the corner, and staying out of their opponents ranges. If that doesn’t quite answer your question I think you should consider the idea of “mental stack”. Humans can really only react to 2 (maybe 3 if they’re really really good) things in game at once. If your opponent is focused on making sure you don’t walk forward and whiff punishing at the same time, it would be very hard for them to react to a jump, a drive rush, or even a raw DI.
Thank you for your response! Your response, and the visual example in this video of the Jamie whiff punishing Guile's low MK, kind of gave me a good idea of how to approach this situation. Would a good way to think of it be that I would have to try to just stay patient, and hope that my opponent eventually gives me something to punish, whether that be a whiff punish, a blocked move, or an anti-air?
It’s an incredibly complicated topic at the end of the day. I’d like to make more videos about it though, thanks for liking this one!
@@co81385 there’s that, and if you notice they’re waiting to whiff punish a lot, you can start playing a bit more preemptive. Keep in mind there’s not just 1 neutral triangle. A lot of the time they can be broken down like this: waiting for your opponent to do something you can react and punish (checking drive rush), doing something that beats reactions (doing drive rush qcb hp with Luke), and doing something that beats preemptive play (neutral jumping the qcb hp).
Thank you so much for your responses! If I may ask, how would Drive Rush heavy Flash Knuckle beat a reaction?
I guess I'm left with more questions at this point. 1) How do you structure your offense without resorting to "flowchart" fighting? 2) How is using a frametrap part of overwhelming the opponent? Aren't frametraps more of a defensive mindset? Thank you.
@@ZeroFanfare 1. There’s nothing wrong with a flowchart as long as you have different responses to different things! It’s good to think about things in a structured way in order to better conceptualize them. 2. A frame trap is about conditioning your opponent to stop pressing buttons when THEY are on defense, so that way you’re able to open up your options and start doing things that wouldn’t work if they were pressing jab after every time they blocked.
@@Shorins22 Thank you. So then how do those things lead up to overwhelming the opponent?
@@ZeroFanfare if you use a frame trap to stop your opponent from pressing buttons, it lets you do more options to overwhelm them. It’s not necessarily the frame trap itself that will overwhelm them, but what it lets you do when they are conditioned to block :).
@@Shorins22 That makes more sense, thank you for explaining! I'm fairly new so it's a lot to process.
@@ZeroFanfare of course! I’m uploading all of these pretty fast, but each concept takes a while to internalize. If you’re new and following along with the series, there’s a lot of information and concepts you haven’t really thought about before coming up all at once. Don’t worry if you don’t get it right away, it took me years to get to the point I’m at now.
Y'all ever look at Ryu's pectorals and drop the combo? I hope Shorins can teach us to avoid that scenario in future videos.
For these being basics vids, please also explain more about how to read the frame data meter and how it helps learn the timing, as those links are remarkably precise in practice. For a lot of true newbs, like I was when this game came out, that'd really connect the dots. I should say that I'd played a lot of non modern fighters and before they were heavily designed around frame data, but it's a completely different learning experience.
@@Jarrych83 I hadn’t considered tying execution to that before, I’ll give it some more thought! The links aren’t as precise as you think anymore, since street fighter 5, the games have an input buffer system that let you press the button a few frames early, and the button will come out as fast as possible. There’s still an element of timing to it that’s difficult, but there’s no (or very very few) 1 frame links anymore.
@@Shorins22 Yeah, true. Just amazing how tight a lot of it is. A lot of gamers who play more flexible combo games like Strive immediately note how tight that part of the game feels. I've also found that the frame meter and the cancel window indicators help a LOT with connecting frame data to the animations and making those things link. I've been talking about this with a few people and was considering putting together a "for beginner by beginner" sorta video on this stuff, but then you kinda hit it on the nose.
@@Jarrych83 Yeah links take a bit to understand the timing for. The advice I got when I was new was just “if your move doesn’t come out, you’re doing it too fast. If it doesn’t combo, you’re doing it too slow.” It only clicked for some friends that wanted to learn the game and I was teaching when they heard the rhythm of the link through my buttons. There’s not really much else like links in other games, so as a musician I have a much easier time conceptualizing it than maybe a lot of other gamers would.
@@Shorins22 that makes sense. So any of the in-game tools that help with connecting those things are good. And if you don't have someone else to "hear," it can be tricky that way.
Nice.
Is there a way in sf6 training mode you can get the dummy to do an attack after x number of blocks?
Yeah! Go to reversal settings, and under block reversal, set your opponent to do whatever attack you'd like. Then press square (light punch for me) and change the count setting to however many times you want them to block.
Great video!