[0:00] thank you to Intel for being a sponsor [0:02] for today's video Get Next Generation [0:03] performance for everything that you do [0:05] with the 13 gen Intel core processors a [0:08] specially built for gamers looking to [0:10] maximize their performance for the [0:11] latest games while also having [0:12] capabilities to tackle recording [0:14] streaming and editing workloads the 13 [0:16] gen Intel Core processor based PCS make [0:19] it all possible [0:21] are you new to fighting games or just [0:23] want to brush up on your knowledge well [0:24] guess what we got something for you we [0:26] will be explaining basic fighting game [0:28] terms in our own words help you get [0:30] caught up class is in session let's [0:31] begin the lesson [0:34] it's it's hard like I feel like [ __ ] is [0:37] really hard to explain what's this [0:42] say you're you're Ryu and your press and [0:44] you press crotching medium kick and [0:46] you're trying to throw that crouching [0:47] medium kick to the point where like the [0:49] move itself does not miss or your [0:51] opponent walks into it you're walking [0:53] back and forth back and forth back and [0:55] forth back and forth and you're making [0:57] sure like that button right there that [0:59] you press while you're going back and [1:01] forth is going to connect a lot of [1:04] people don't have footsies just straight [1:05] up low-key it's a lot of people don't [1:07] have footsies I'm gonna just be honest [1:09] with you [1:10] are you [1:12] so a combo really simply is a chain of [1:15] hits that your opponent cannot do [1:17] anything about and it is you know [1:18] guaranteed damage essentially it shows [1:20] up on the side of the screen typically [1:22] of like oh my God that was a four hit [1:23] combo obviously the harder combos are a [1:26] little bit tighter to execute there are [1:27] some very easy combos that have a lot of [1:29] leniency and then there are combos that [1:30] you need to execute it absolutely [1:32] perfectly in order to get anything so [1:34] definitely learning your basics of [1:36] combos from the tutorials and stuff like [1:37] that is a great place to start and once [1:39] you understand your moves you can [1:40] definitely look at streamers or top [1:41] level players and kind of understand the [1:43] moves they're using the timings they're [1:44] using and that's basically how you'll [1:46] get started on learning your bigger and [1:47] better combos but again start small [1:51] so let's say you throw out a punch and a [1:53] kick and that punch is plus and then in [1:55] between the next hit if they've hit a [1:57] button in between well it counter hit [1:59] the objective is to get the opponent to [2:01] say hey [2:03] I want to take my turn back this whole [2:05] blocking thing it just ain't for me so I [2:09] am simply in my disadvantage try to [2:12] weasel my way out of this situation but [2:14] you ah a frame trap gives you enough [2:17] advantage to where your next move will [2:19] beat out just about anything your [2:21] opponent tries to counter with but frame [2:24] traps allow you to punish your opponent [2:26] for pressing or continue pressure or [2:28] deliver the mind game where they're [2:30] looking for one follow-up because you've [2:33] conditioned them and then you go for [2:34] another [2:36] I remember seeing this word when I was a [2:38] kid I don't know where this term came [2:40] from I never used the word Oaky like I [2:43] know people use Oki all the time Okie is [2:46] basically your offense that that you're [2:48] enforcing and your setups or whatever [2:50] you want to do next while your opponent [2:52] is on the ground and recover [2:55] [Music] [2:57] block specific move [2:58] actually take a little bit of damage [3:00] obviously not as much damage as getting [3:02] hit by the move and certain moves don't [3:04] even do chip damage in the games that [3:06] have chip damage but chip damage [3:07] essentially is blocking a move and still [3:10] getting hit for like you know a tiny [3:11] little bit of damage [3:13] ever been to the circus sure you have [3:16] and you know Holly you throw the ball in [3:17] the air and you keep just like smacking [3:19] it up over and over and over again you [3:21] want to make sure you can keep that [3:23] juggle as long as possible before like [3:25] messing up or dropping the bowling pins [3:28] for example once you launch the opponent [3:30] in the air they're in a state where they [3:32] just they get hit right it's a it's the [3:34] juggle State and you just can't defend [3:36] it the only way you could defend it is [3:37] if I drop the combo [3:40] it is the only thing that matters is [3:43] gift that whatever higher being you [3:46] believe in bless the Cannons with right [3:49] there easiest way to put this one is [3:52] it's beautiful it's what we want is what [3:54] you need it's something that smash [3:55] unfortunately does not have bro I feel [3:57] like nobody gets this answer right [3:58] because delay base is pretty much your [4:00] playing underwater you know how if you [4:01] swing a punch underwater versus your [4:04] swinging punch like naturally the [4:05] underwater punch takes way longer the [4:08] higher the delay meaning the farther [4:09] your opponent or the worse the [4:11] connection is the slower is when you [4:12] press a button right the button will [4:14] come out like this [4:16] let's say I press crouching medium kick [4:19] review when the game registers the [4:21] crotchy medium kick they do us a [4:23] specific sequences of how of what's the [4:25] next move happens they pretty much [4:27] foretell the future and like it's like a [4:29] timeline right the timeline goes this [4:31] way that way that way once you implement [4:34] the specific move the game will [4:36] automatically go to that timeline [4:37] specifically which makes the neck code [4:40] really really good and there's no delay [4:43] in that in that point let's say you [4:45] let's say you you press a button and the [4:47] game just kind of accidentally chose the [4:49] wrong timeline then you'll kind of [4:51] you'll visually be able to see that your [4:53] opponent got hit and then right away [4:55] they're blocking the opponent did block [4:57] but the game just chose the wrong option [4:59] that's why I call it rollback if the [5:01] game chooses the wrong timeline when [5:03] you're not when it didn't happen then [5:05] the game will act will roll back into [5:07] the person just blocking or being [5:09] somewhere else on the screen or actually [5:11] doing a specific action [5:13] probably know what cancels for my other [5:15] games right so you can cancel this move [5:16] to another move you're doing one move [5:18] into another move uh one move is already [5:20] out certain moves are special cancelable [5:21] certain moves are not this also exists [5:23] in Smash for the fighting game [5:24] characters which is very nice but yeah [5:26] it's basically just you know canceling [5:27] the end of a moves animation with [5:29] something else [5:31] we're gonna look at this from the eyes [5:33] of the defender it's a situation where [5:36] you simply have to guess whether Left [5:39] Right overhead low grab no grab whatever [5:43] 50 50 is a situation where skill is [5:46] removed and in this point you simply [5:48] have to guess [5:50] fighting games are fun [5:53] I'd say Magnus hitting you with like an [5:55] infinite juggle but it's not doing [5:57] enough damage So eventually they use [5:59] this uh technique you drop the combo on [6:01] purpose I'm juggling you boom boom boom [6:03] boom boom boom and then I drop the combo [6:05] on purpose and like go under you to the [6:07] other side and then go low so people do [6:10] resets to kill the opponent faster [6:12] there's obviously resets in like [6:14] American resets where you drop Combos [6:16] and then we just oh yeah I meant to do [6:18] that when we pick them up [6:20] matches with no stake in them at a [6:22] tournament you're just playing not in [6:24] the tournament with someone or online [6:25] with someone again not in a tournament [6:27] literally all it is is a non-tournament [6:29] game [6:31] when you play a character like Katana [6:33] historically and tiers are moves that [6:36] simply [6:37] anti-air attacks whether that be [6:40] jump-ins any kind of like teleports that [6:43] that leave them in the air you know any [6:45] setups anything that's coming from the [6:47] air that can be hit so very strong tool [6:50] and one you should adapt into your [6:53] gameplay regardless of the game you play [6:55] there's jumpers everywhere I promise you [6:57] there's a new wave and in 2023 we're [6:59] getting Street Fighter we're likely [7:01] getting Tekken we're likely getting [7:02] Mortal Kombat 12. so many new players [7:04] you know what new players like to do [7:05] they jump they're buddy rapping [7:08] it's all they do they don't know how to [7:09] move forward anymore [7:10] make sure you know how to anti-air all [7:13] right [7:14] a special news is done by doing a [7:17] quarter Circle forward something with a [7:19] joystick and a button at the same time [7:21] reuse case if you do if you hit down [7:23] down forward forward and you press punch [7:26] you'll get Hadouken [7:30] light buttons or or buttons that don't [7:32] really lead into much they're just [7:33] trying to claim some space trying to [7:35] keep people out long distance [7:36] relationship sort of thing this is part [7:37] of footsies right is using your long [7:39] range moves to hit your opponent when [7:41] they are in your range but you're not [7:43] trying to combo off of them you're just [7:44] trying to keep them at Bay and just [7:46] slowly get damage over time and kind of [7:48] frustrate them so that way they Dash in [7:50] or jump and you can get bigger combo [7:51] starters then [7:53] they're asking some heavy-hidden [7:55] questions neutral is so big obviously [7:57] everyone starts at neutral in round one [7:59] fight let's say we're using the grid the [8:01] training stage as an example right and [8:03] there's this giant line in the middle [8:04] your goal in neutral is to make sure [8:07] that you're winning at this tug of war [8:10] if you're getting pushed back and your [8:12] back is against a wall think of that as [8:14] like you lost the tug of war and you [8:16] lost the neutral but if you're able to [8:17] push somebody back all the way to the [8:19] wall or you know somebody that just [8:21] likes to walk themselves back in the [8:22] wall that means they're very bad at [8:24] neutral that means they're giving up [8:25] neutral automatically and then you have [8:27] all that space to walk back to use uh [8:30] for your poking and footsie advantage [8:34] when you block something you are in [8:36] what's considered Blackstone and you [8:38] have a certain amount of frames before [8:39] you can do any action if you do a [8:41] special move on the first frame out of [8:43] said block Sun you get a rehearsal if [8:46] you do that out of hits time or knock [8:48] down I should say the first frame that [8:50] you're active again after your character [8:52] is off the ground reversal [8:55] an ex move is a special move but [8:57] typically used with meter it takes Meter [8:59] whatever meter you have in your game and [9:01] then it gives the move either more [9:03] Properties or more damage or more hits [9:05] or a different state of knockdown or [9:06] something like that so it's basically [9:08] just a special version of your special [9:09] move [9:11] these are the bar at the bottom [9:12] sometimes at the top but that bar is [9:15] utilized or those ex moves sometimes he [9:17] lies for defensive things too as well if [9:19] you're looking at Guilty Gear that meter [9:21] can be used for the exclusive we just [9:24] talked about [9:25] I'm a game mechanic depending on the [9:27] game where if you tap forward forward [9:30] like Direction forward forward or back [9:32] back in the air your opponent will just [9:34] kind of like do a little Dash or a back [9:37] air Dash right [9:39] happy birthday is a wonderful term [9:42] coined by the goats over there in the [9:45] Marvel Community when you catch the [9:47] assist who's incoming to do a move to [9:50] help their point character if you hit [9:53] both of them at the same time and you [9:55] are comboing them that is known as a [9:58] happy birthday [9:59] so grabs beat block command grabs are [10:03] basically special versions of grabs that [10:05] either do more damage and or have a [10:07] better state of knockdown or they cannot [10:09] be broken but you cannot do that to a [10:10] command grab and grabs if you got hit [10:12] you're getting hit there's no way to get [10:14] out of it [10:16] I confirm Laura hey confirm is when you [10:18] hit a button at the right time into [10:20] something else that's a confirm for [10:22] example if you're a Shoto player a [10:24] crouching medium kick into a fireball or [10:26] VP that's a confirm you're trying to [10:28] confirm that that button hit you trying [10:29] to confirm and make sure that that [10:31] button hit to go in the next one [10:35] OTG stands for off the ground and what [10:38] that means is that when you knock [10:39] somebody down like that from like an air [10:41] combo situation some moons have [10:43] properties where you can pick your [10:44] opponent up off the ground and you [10:46] continue to comma from there [10:49] did we just talk about that I alluded to [10:51] it I don't even know this is gonna be on [10:52] here hey hey which one of y'all stole my [10:54] curriculum hey you know I talked about [10:56] this Earth this was supposed to be on [10:58] the extra credit I'm on here an American [11:00] reset is when we are in the middle of a [11:03] combo [11:04] especially a game-winning combo and we [11:07] dropped that [11:08] time slows down we start sweating we [11:11] start getting nervous [11:13] the crowd gasped but somehow we mash and [11:18] somehow we get that next hit in the [11:20] competition is like oh my God what a [11:22] cool reset and in our minds we know [11:25] that we dropped that [11:27] there's so much to learn the you know [11:29] immense amount of information you have [11:30] to learn when you want to play a [11:31] fighting game or really get serious [11:32] about it is incredibly High let me know [11:35] what your favorite fgc term is in the [11:38] comment section below and I'll see you [11:39] in the next video ciao [11:43] [Music]