Fighting Game Basics: Normals Explained
45sNewcomers get a clear, jargon-free intro to core fighting game mechanics, making them feel included.
▶ Play ClipThis video is a beginner's guide to fighting game terminology, focusing on Street Fighter. It covers normals, commands, and the neutral game, aiming to help newcomers understand what's happening on screen.
Normals are standard attacks. In Street Fighter, there are six attacks per character: three punches and three kicks, each with different speeds and distances.
Command normals require a directional input plus a button. Not all characters have them.
Target combos are quick strings of normals chained together with button presses.
Commands are special moves like fireballs and dragon punches, requiring directional inputs and a button. Their properties can change with different button strengths.
Neutral is the state where both players try to find an opening or maintain defense. It involves pokes, whiff punishes, footsies, and anti-airs.
Pokes are far-reaching normals used to catch opponents. Whiff punishing is countering a missed poke.
Footsies refer to low attacks countering other low attacks, often with kicks.
Anti-airs stop opponents from jumping, using special moves like Shoryuken or normals with upward hitboxes.
The neutral game is a tense mind game where one hit can lead to a full offense or a slow chip damage victory. This video covers the basics, and more advanced topics can be requested.
"Title accurately describes the content: a beginner's guide to fighting game basics."
What is a normal in fighting games?
A standard attack that does not require special inputs.
00:39
How many attacks does each character have in Street Fighter?
Six attacks: three punches and three kicks.
00:48
What is a command normal?
A normal that requires a directional input plus a button.
01:03
What is a target combo?
A quick string of normals chained together with button presses.
01:14
What are commands in fighting games?
Special moves like fireballs and dragon punches that require directional inputs and a button.
01:29
How does the speed of Ryu's Hadouken change?
It changes depending on whether he uses light, medium, or heavy punch.
02:00
What is the neutral game?
The state where both players try to find an opening or maintain defense.
02:08
What is a poke?
A far-reaching normal used to catch an opponent walking into range.
02:49
What is a whiff punish?
Countering an opponent's missed attack (whiff) with your own attack.
03:07
What are footsies?
Low attacks used to counter other low attacks, often with kicks.
03:30
What is an anti-air?
A move that stops an opponent from jumping, such as a Shoryuken or a normal with an upward hitbox.
03:43
Definition of Normals
Establishes the fundamental building block of fighting game attacks.
00:39Commands as Special Moves
Introduces iconic special moves and their variable properties.
01:29Neutral Game Explained
Core concept of fighting game strategy, where mind games and spacing matter.
02:08Footsies Definition
Clarifies a commonly used but often misunderstood term.
03:30Neutral as a Mind Game
Highlights the psychological depth of fighting games.
04:16[00:00] what's up goobers and welcome to my
[00:01] comprehensive viewers guide to fighting
[00:04] games I've been both a long time player
[00:06] and viewer of fighting games so many of
[00:08] these terms just come out of my mouth
[00:10] without considering that not everyone
[00:12] else is just a giant nerd the goal of
[00:14] this video is to initiate any newcomer
[00:16] to fighting game terminology that is
[00:18] commonly used in games like Street
[00:19] Fighter by the end I hope that there is
[00:21] a better understanding of what is
[00:23] happening on the screen when either
[00:24] viewing or playing your favorite
[00:25] fighting game if you're new to the
[00:27] channel be sure to subscribe for more
[00:29] videos from me if you feel like I missed
[00:31] something or need a more in-depth
[00:33] explanation of something feel free to
[00:35] leave a comment below so let's begin
[00:39] the first topic I want to go over today
[00:41] is normals now the definition of a
[00:44] normal is any button that is a standard
[00:46] attack in a fighting game in Street
[00:48] Fighter there are typically six attacks
[00:50] each character can do this is separated
[00:53] in two groups punches and kicks
[00:56] each have various speeds and distances
[00:58] and come with their own risks and
[01:00] benefits something that falls into this
[01:03] category but that's slightly different
[01:04] is called a command normal this is
[01:06] simply a normal that requires like a
[01:08] directional input
[01:10] not all characters have them but you'll
[01:12] see them pop up here and there something
[01:14] else that comes up that is not in every
[01:17] character's kit is called a Target combo
[01:20] these are quick strings of normals that
[01:22] are chained together with a series of
[01:24] button presses
[01:29] in the next section I want to talk about
[01:30] commands these are something that I
[01:33] always look forward to doing whenever I
[01:35] got my hands on a brand new fighting
[01:36] game examples of commands are things
[01:39] like Fireballs Sonic booms spinning pile
[01:42] drivers things like that these require
[01:45] directional input combinations finished
[01:47] with a button typically commands act
[01:50] differently when you use different
[01:51] button strings in Street Fighter there
[01:54] are exceptions of course but I will use
[01:56] a basic example with reuse hadouken the
[02:00] speed of projectile changes depending on
[02:02] if he uses light punch medium or heavy
[02:08] now this section can be kind of
[02:09] complicated but I'll try to keep it as
[02:11] simple as possible this final section
[02:13] we're talking about today is called
[02:15] neutral this is where a lot of the core
[02:17] gameplay happens in particularly Street
[02:19] Fighter both characters are standing
[02:21] either trying to find a way to start
[02:24] their offense or keep up a defensive
[02:26] wall in Street Fighter you'll often see
[02:28] both players doing this back and forth
[02:30] thing and what they're doing typically
[02:33] is just looking for gaps for them to
[02:35] either start their pressure or waiting
[02:38] for their opponent to do something that
[02:40] they can take advantage of so things
[02:42] that happen in this neutral State uh
[02:44] you'll commonly see is they'll use their
[02:46] normals they'll do things called pokes
[02:49] which this is going to be like a
[02:51] far-reaching normal and they're gonna
[02:52] try and catch the opponent walking into
[02:55] their range and try to take some damage
[02:57] that way now a way to counter this is to
[03:00] walk in and out of the range that you
[03:02] expect your opponent to whiff their long
[03:05] reaching poke and this is what a whiff
[03:07] punish is and and a lot of times like
[03:09] Ryu will try to walk up and catch you
[03:13] with his low medium kick because usually
[03:15] it's a far-reaching low normal and you
[03:17] have to be crouching to block it now if
[03:19] you walk in and out of a range where he
[03:21] would stick out his foot like that
[03:23] people can counter that by punishing the
[03:26] whiff with something like a sweep and
[03:28] this is where the term footsies comes
[03:30] from because they're using low attacks
[03:32] to counter another low attack and it
[03:34] just looks like your feet are just
[03:36] interacting now if you come from the
[03:37] Dark Souls community and you're watching
[03:39] this don't make it weird you feed people
[03:41] and the last thing that typically
[03:43] happens when you're in this neutral
[03:44] state is you'll see some people jump and
[03:48] anytime someone stops someone from
[03:50] jumping that is considered an anti-air
[03:53] now this can be either a command such as
[03:55] a charyukin or Dragon punch sometimes
[03:59] people call that a DP or something like
[04:02] a normal that has a upward moving hitbox
[04:07] some so a lot of characters have like
[04:09] crouching heavy punch which just has
[04:11] like an upward Punch or something the
[04:14] thing that makes neutral so tense and so
[04:16] fun is that it is essentially how
[04:19] everything in the match starts one hit
[04:21] can spiral into a character's full
[04:23] offense another thing that can happen is
[04:25] a character can literally keep an
[04:27] opponent out while slowly chipping away
[04:29] at their life the entire match I've seen
[04:31] matches where people just get clipped
[04:33] over and over again by far-reaching
[04:36] pokes and then they just look at their
[04:38] life and they have none left it's crazy
[04:40] it can be very tense the whole time the
[04:43] neutral game is ongoing because you're
[04:44] constantly thinking about what your
[04:47] opponent is gonna do and they're doing
[04:49] the same thing so it's like a big mind
[04:51] game the whole time it's fantastic
[04:52] that's gonna wrap it up for this video
[04:54] this was merely scratching the surface
[04:56] as there's so many things that you can
[04:58] talk about when it comes to fighting
[04:59] games the focus of this video was trying
[05:02] to cover the basics so if you want to
[05:04] see more intermediate and complex strats
[05:06] let me know in the comments below hello
[05:08] thanks for making it to the end and stay
[05:10] well I'll catch you in the next video
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