AI Summary
This video analyzes a single match between Daigo and CN from the Capcom Pro Tour Asia Finals 2014 in Ultra Street Fighter 4 to identify 14 fundamental fighting game skills. The creator argues that while modern fighting games have improved tutorials, they still fail to teach core gameplay fundamentals like when to apply moves in a real match. Watching top players is presented as the best way to learn these skills.
Chapters
Tutorials teach special moves and combos but not when and how to apply them in a real match.
The match is from Capcom Pro Tour Asia Finals 2014, Ultra Street Fighter 4, featuring Daigo (Evil Ryu) vs CN (Gen). The analysis focuses on the first game only.
Controlling space involves using moves like fireballs to cover screen area. Pressing the advantage means maximizing damage when in a positive situation.
A frame trap is a situation where if the opponent presses a button, they get interrupted due to a small gap (e.g., 2 frames) that is not enough for their attack to come out.
Poking means using an attack at the tip of its range to hit the opponent from a safe distance. Examples include Daigo's standing medium kick and CN's crouching medium punch.
A tick throw is performing an attack and then throwing the opponent immediately after they recover from it. It's a way to mix up and catch the opponent off guard.
An option select is a set of inputs that yields different outcomes based on the opponent's action. Example: jab into medium punch (frame trap) if opponent blocks, or sweep if they backdash.
A whiff punish is punishing an opponent's missed attack. It's a key part of footsies and requires reacting to slow attacks.
Reversals are invincible moves (e.g., EX Dragon Punch, Super, Ultra) used on wake-up or block to escape pressure. They are punishable if blocked.
A cross-up is a jumping attack that hits the opponent on the back, forcing them to switch their block direction. Effective against new players.
Hitting the opponent out of the air with an air-to-air attack is essential because you cannot block in the air in most Street Fighter games.
Hit confirming means waiting to see if an attack hits before committing to a combo. If it hits, finish the combo; if blocked, do something safe. Practice with random guard in training mode.
High-low mix-ups involve using overheads (must block standing) and low attacks (must block crouching) to keep the opponent guessing on defense.
Baiting an opponent's reversal (e.g., invincible move) and then punishing it because reversals are usually unsafe on block. This is a high-level skill.
The video demonstrates that a single high-level match can contain numerous fundamental fighting game skills. By studying top players, viewers can learn and apply these fundamentals to improve their own gameplay, especially with the upcoming release of Street Fighter 6.
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Mentioned in this Video
Tutorial Checklist
Study Flashcards (11)
What are the two main fundamentals of fighting games according to the video?
easy
Click to reveal answer
What are the two main fundamentals of fighting games according to the video?
Controlling space and pressing the advantage.
3:28
What is a frame trap?
medium
Click to reveal answer
What is a frame trap?
A situation where if the opponent presses a button, they get interrupted due to a small gap (e.g., 2 frames) that is not enough for their attack to come out.
5:04
What is a tick throw?
easy
Click to reveal answer
What is a tick throw?
Performing an attack and then throwing the opponent immediately after they recover from it.
6:48
What is an option select?
hard
Click to reveal answer
What is an option select?
A set of inputs that yields different outcomes based on the opponent's action.
7:33
What is a whiff punish?
easy
Click to reveal answer
What is a whiff punish?
Punishing an opponent's missed attack.
9:01
What is a reversal in fighting games?
medium
Click to reveal answer
What is a reversal in fighting games?
An invincible move used on wake-up or block to escape pressure.
10:04
What is a cross-up?
medium
Click to reveal answer
What is a cross-up?
A jumping attack that hits the opponent on the back, forcing them to switch their block direction.
11:17
Why are air-to-air attacks important in Street Fighter?
easy
Click to reveal answer
Why are air-to-air attacks important in Street Fighter?
Because you cannot block in the air, so hitting the opponent out of the air is essential.
13:15
What is hit confirming?
medium
Click to reveal answer
What is hit confirming?
Waiting to see if an attack hits before committing to a combo; if it hits, finish the combo; if blocked, do something safe.
14:01
What is a high-low mix-up?
medium
Click to reveal answer
What is a high-low mix-up?
Using overheads (must block standing) and low attacks (must block crouching) to keep the opponent guessing on defense.
15:48
What is bait and punish?
hard
Click to reveal answer
What is bait and punish?
Baiting the opponent into using a reversal, then punishing it because reversals are usually unsafe on block.
17:27
💡 Key Takeaways
Two main fundamentals
Provides a foundational framework for understanding all fighting game skills.
3:28Frame traps explained
A key offensive technique that forces opponents to respect your pressure.
5:04Option select example
Demonstrates a high-level technique that can cover multiple opponent responses.
7:33Hit confirming practice
Offers a practical training method (random guard) to improve a crucial skill.
14:01Bait and punish
Shows how to counter reversals, a common defensive tool, turning defense into offense.
17:27Full Transcript
[00:00] folks fighting games have gotten a lot
[00:01] better over the years at teaching you
[00:03] how to play the game tutorials have
[00:05] gotten a lot more in-depth games
[00:07] actually teach you stuff like Frame data
[00:10] now but I still think that fighting
[00:12] games struggle in terms of teaching you
[00:13] the fundamentals of how to play the
[00:15] genre you know they teach you how to do
[00:17] your special moves they teach you how to
[00:19] do your combos but they don't teach you
[00:20] when and how you should be applying
[00:23] those in a real match so I think one of
[00:25] the best ways to improve at these
[00:27] fundamentals is to watch other people
[00:29] especially top players and see what
[00:31] they're doing and learn from them so
[00:33] today I think I've found for you a top
[00:36] level match where an extremely massive
[00:40] amount of fighting game fundamentals are
[00:42] displayed in only one game so the match
[00:45] that we're taking a look at today is
[00:46] Daigo versus CN this is from Capcom Pro
[00:49] Tour Asia finals 2014 in Ultra Street
[00:54] Fighter 4 and we're just watching the
[00:56] very first game
[00:57] the whole match is really long and it's
[00:59] a really really great match so I'll link
[01:01] that down in the description if you want
[01:02] to watch the whole thing but just in the
[01:04] first game I have identified over a
[01:06] dozen
[01:07] fighting game fundamental skills that
[01:09] you need to have if you want to be good
[01:11] at this genre especially with Street
[01:12] Fighter 6 coming out just over three
[01:14] weeks can you believe that you guys are
[01:17] going to want to know some of these
[01:18] Basics so that you can go out there and
[01:20] get some wins online so what do you say
[01:22] we start things out here Daigo with Evil
[01:24] Ryu versus CN with Ganon we're gonna
[01:26] watch the video through just one time at
[01:28] full speed
[01:30] just to you know soak it all in and see
[01:33] what happens then we'll go through again
[01:34] and I'm gonna do a bunch of pausing and
[01:36] pointing out all these little
[01:37] fundamentals but you know I go looking
[01:39] pretty good so far with the the
[01:41] knockdown but nice throw Tech from CN
[01:43] trying to poke with crouching medium
[01:45] punch but getting pushed into the corner
[01:48] getting knocked down by the repeated
[01:50] sweeps here repeated crouching medium
[01:52] punches as well
[01:53] the igo's pressure is looking crazy
[01:55] right now wake up Ultra though is gonna
[01:58] connect I don't know if you guys
[01:59] remember this Ultra only does gray life
[02:01] so you can see that's all recoverable
[02:03] life but Stan lands the throw so that's
[02:06] gonna take away all the gray life so
[02:07] this is a good outcome for CN here and
[02:09] he's got Daigo pushed into the corner
[02:13] not a super good position here for the
[02:16] Beast
[02:18] yeah I got a full screen to work with
[02:19] and there's a nice air-to-air jump Round
[02:22] House
[02:24] the red Focus Lewis loses the forward
[02:27] roundhouse canceled into ex Tatsu though
[02:30] that was sick from Daigo and then the
[02:31] fireball to chip out no chip kills in
[02:33] Street Fighter 6 but
[02:36] here in uh the Street Fighter 4 chip was
[02:39] very much a factor when you're low on
[02:41] life so already Daigo has the corner
[02:43] there's towards medium punch overhead
[02:46] standing medium kick poke from just the
[02:48] right range
[02:50] the sand in a very tough position here
[02:53] trade DP combo into another DP there's a
[02:57] throw Tech
[03:00] oh we're punished crowd strong into in
[03:03] the hundred hand slap but seeing on just
[03:05] the pixel ish a pixel and change and
[03:08] this time the raw Ultra is not going to
[03:10] work out Daigo hits him with the EXP to
[03:12] go through it and that's game one guys
[03:13] that's the whole game so would you
[03:15] really believe that there's somewhere
[03:17] around 10 12 ish fighting game
[03:21] fundamentals just in that one game alone
[03:23] so I'm gonna do my best to point them
[03:25] out to you and right when we start off
[03:26] here I want to talk to you about what I
[03:28] would consider the two main fundamentals
[03:31] of fighting games in general I think the
[03:33] first place I heard this was from David
[03:35] surlin on the uh Street Fighter 2
[03:38] Anniversary Collection tutorial videos
[03:41] he talked about the two main
[03:43] fundamentals of Street Fighter which are
[03:45] controlling space
[03:47] that's number one and pressing the
[03:49] advantage that's number two so to start
[03:51] out let's talk about controlling space
[03:53] and I think one of the most obvious ways
[03:55] to control space is with a fireball
[03:56] right so Evil Ryu Fireball you know that
[03:59] covers a massive amount of space because
[04:01] it you know it goes full screen so uh
[04:04] Evil Ryu is going to be trying to
[04:05] control this huge amount of screen space
[04:07] here with Fireball
[04:10] you can see he's doing a great job of it
[04:12] but now
[04:13] gen has gotten in here as CN and he's
[04:17] gonna be pressing the advantage so when
[04:18] we say pressing the advantage we
[04:20] basically mean if you're in a positive
[04:22] situation a situation where your
[04:24] character has the advantage over the
[04:25] opponent you have to kind of push that
[04:27] and try to get damage out of it and try
[04:29] to continue the situation instead of
[04:31] just like going back to neutral and
[04:33] getting back into a situation where
[04:34] neither player is at the advantage you
[04:36] should try to get as much damage as
[04:37] possible whenever you're in a positive
[04:39] situation and CN here is in a positive
[04:42] situation when he gets this Dash
[04:45] you can see Daigo doesn't press any
[04:47] buttons here so CN gets the jab and now
[04:49] he is plus I'm not going to talk too
[04:51] much about Frame data here but
[04:53] essentially when you're at plus frames
[04:54] you can act before the opponent which
[04:56] means you're at Advantage so that's two
[04:58] things right off the bat controlling
[05:00] space pressing the advantage those are
[05:02] the first two fundamentals and the third
[05:04] one here I'm going to talk about is
[05:05] frame traps so you can see he does stand
[05:07] jab Crouch strong and that is actually a
[05:10] frame trap so a frame trap is
[05:12] essentially a situation where if the
[05:14] opponent presses a button they're gonna
[05:16] get interrupted so you can see after the
[05:18] standing jab here if I press buttons I'm
[05:21] gonna get hit so there's a very small
[05:23] Gap there like a two frame gap which is
[05:25] not enough time for any of my attacks to
[05:28] come out so I'll get hit by the way I'll
[05:29] point out while I'm here that uh this
[05:31] Focus dash into jab is not actually real
[05:35] uh Daigo could actually interrupt there
[05:38] if you press the button but but right
[05:39] here Daigo very respectful he blocks
[05:42] here and then once again he blocks the
[05:44] frame trap attempt so he doesn't bite he
[05:46] doesn't get hit by pressing any buttons
[05:48] there so that's some good awareness
[05:49] there from Daigo but I want to talk
[05:52] about the next fundamental here which is
[05:54] poking
[05:55] so when we say poking and fighting games
[05:57] generally we mean using an attack kind
[06:00] of at the tip of its range that's kind
[06:02] of what we're looking for we're we're
[06:03] hitting the opponent with an attack from
[06:05] as far away as that attack can possibly
[06:07] be used so you know we have Daigo here
[06:09] poking with standing medium kick very
[06:11] solid poke for Evil Ryu and then we have
[06:14] Sian poking with crouching medium punch
[06:17] you can see these normals not quite
[06:19] interacting Daigo poking with crouching
[06:21] medium kick into Fireball and then
[06:24] poking with Fireball as well Fireball
[06:26] can be a very strong poke if you use it
[06:28] from close range where it's unreactable
[06:30] but once again CN is gonna get this
[06:32] Focus attack level one into the dash up
[06:36] and this time daigo's ready he steals
[06:39] his turn back with a jab because he does
[06:41] know like I showed you it's not actually
[06:43] gen's turn in that situation so Daigo
[06:46] pulls out the jab here and he does what
[06:48] is our next fundamental I want to talk
[06:49] about which is a tick throw tick throw
[06:51] is really simple it just means doing any
[06:53] attack
[06:54] and then throwing the opponent right
[06:56] after they recover from it so you can
[06:58] tick throw with a jumping that totally
[07:00] works or you can tick throw uh with
[07:03] buttons or whatever so tick throw good
[07:05] way to mix up the opponent catch them
[07:06] off guard so he gets the throw there
[07:09] with the tick throw and then what's he
[07:11] doing here he's pressing his Advantage
[07:12] guys let me just rub it in more a throw
[07:14] is a really good opportunity to press
[07:17] your advantage when you get the knock
[07:18] down especially in games like Street
[07:20] Fighter 5 and 6 you see people doing
[07:22] throw loops and stuff where they throw
[07:23] the opponent and then the opponent has
[07:25] to guess when they're waking up whether
[07:26] they're gonna get thrown again so press
[07:28] the advantage that's exactly what he's
[07:30] doing here he does the jab and then look
[07:32] at that
[07:33] CN back dashes and then gets hit by The
[07:36] Sweep this is our next little piece of
[07:39] tech here I don't know if I would call
[07:40] this actually a fundamental because this
[07:42] is pretty high level but this is an
[07:43] option select guide so an option select
[07:46] means you do one set of inputs and then
[07:49] depending on what the opponent does you
[07:51] can get multiple outcomes so Watch What
[07:54] Happens here if I block if I block he
[07:57] gets jab into medium punch which is
[08:00] pretty good it's a frame trap and you
[08:02] know he can start whatever pressure he
[08:03] wants after this but what happens if I
[08:05] back down to get away from that jab
[08:06] let's check it out look I got sweat and
[08:09] you can see this is a dummy recording so
[08:11] he's doing the same inputs no matter
[08:13] what
[08:15] but you can see if I backdash here a
[08:18] sweep comes out so again this is a
[08:20] pretty high level technique but
[08:22] essentially what he's doing is he's
[08:23] hiding the heavy kick input during the
[08:26] screen freeze if the jab connects I know
[08:29] it's a little bit complicated you don't
[08:31] really need this as a new player but you
[08:33] should definitely know that option
[08:34] selects exist especially when Street
[08:36] Fighter 6 comes out we don't know what
[08:38] all option selects are going to be in
[08:39] the game but it is a very useful concept
[08:42] to know and especially to recognize when
[08:45] your opponent is using them on you so
[08:47] that you can have stuff ready to deal
[08:49] with it alright moving on so he gets the
[08:51] knockdown once again he's pressing his
[08:52] Advantage he goes for another tick throw
[08:54] CN texts it this time good throw Tech
[08:59] okay did you see that that's another
[09:01] fundamental right there that I want to
[09:02] talk about that's called a whiff punish
[09:05] guys a whiff punish is so important in
[09:07] Street Fighter he whiffs the crouching
[09:09] heavy kick that's what we call it when
[09:10] an attack misses the opponent we call
[09:12] that a whiff and then there's the punish
[09:14] with crouching medium punch he probably
[09:16] tried to go into gen's hundred hand Slap
[09:19] Attack here but doesn't get the input
[09:21] but regardless that is a whiff punish an
[09:23] important part of footsies something you
[09:25] need to know if you react and see those
[09:27] slow attacks that the opponent sticks
[09:30] out so with punish is super important
[09:33] now he's uh controlling space and
[09:36] pressing his Advantage really because
[09:38] he's got CNN in the corner when your
[09:39] back is in the corner your options are
[09:41] greatly limited so this is another type
[09:43] of advantage that you can create in the
[09:45] match by cornering the opponent that is
[09:47] a huge Advantage for you to take here so
[09:49] he's pressuring him with crouching
[09:51] medium punches again pressing the
[09:53] advantage by going for the jump in and
[09:54] then using the frame advantage on
[09:56] crouching medium punch to really apply
[09:58] pressure here and then he gets that huge
[10:00] walk-up throw he's got another knockdown
[10:03] but
[10:04] guess what if the opponent is pressing
[10:06] advantage on you you might want to try
[10:09] to use a reversal to get out so that's
[10:11] our next fundamental is reversals so if
[10:13] you're really annoyed that you know the
[10:15] opponent basically has you in like this
[10:17] forever blocking situation and you're
[10:19] getting frustrated that you don't know
[10:20] how to get out you're just stuck sitting
[10:22] there while the opponent does their
[10:24] thing a reversal is a good way to get
[10:25] out so a reversal is going to be an
[10:27] invincible move that you can use either
[10:29] on wake up or uh on blocks so you can
[10:33] see here I can use my ex Up Kicks as a
[10:36] reversal that's Invincible or I can use
[10:38] you know stuff like super and Ultra as
[10:40] well those are going to be invincible so
[10:42] in Street Fighter 6 ex Dragon punches
[10:44] are invincible reversals as are a lot of
[10:47] supers so again you can do that on wake
[10:50] up or you can do it on blocks so here's
[10:52] an example I can go right through his
[10:55] crouching medium punch with my ex Up
[10:58] Kicks my ex uppercut plus kick will get
[11:01] me right through so uh reversals they
[11:03] are punishable if blocked that's going
[11:05] to come up later but they're a good way
[11:07] to get out of the opponent's pressure
[11:08] all right so if my if my count is
[11:10] correct here we're we're up to eight
[11:13] fundamental pieces of fighting game
[11:14] knowledge already but let's keep going
[11:17] so sand does empty jump throw there and
[11:19] here a nice cross-up that's another
[11:22] important fundamental guys that is
[11:24] another way to press your advantage most
[11:26] characters in Street Fighter have a
[11:28] cross-up but not all so if you can knock
[11:30] the opponent down
[11:32] and then you can go for a jumping attack
[11:34] that hits them on the back they have to
[11:36] switch the direction they guard so just
[11:38] to show you I'll let the dummy do this
[11:40] to me here so I'll hold back on wake up
[11:43] to block and you can see I get hit
[11:45] because back becomes forward because we
[11:47] switch sides so to block this you have
[11:49] to switch the direction you block and
[11:51] you actually have to block forward so
[11:53] this time I will block forward
[11:56] and there you can see I successfully
[11:58] blocked the cross up so cross-ups are
[12:00] especially effective against new players
[12:02] because they're not going to see it
[12:03] coming experienced players are going to
[12:05] be pretty good at blocking them but
[12:06] there are additional ways to make it
[12:08] trickier like if your character has a
[12:10] dive kick it can be very confusing
[12:12] whether they're going to hit on the
[12:13] front or the back or other ways to alter
[12:15] their sort of air trajectory like if
[12:17] they have a hurricane kick or something
[12:19] they can do in the air you can make your
[12:20] cross-ups even more tricky that way but
[12:22] cross-ups are a super good way to press
[12:24] the advantage when you have a knockdown
[12:26] and the other nice thing about this is
[12:28] you know after the cross-up even if they
[12:30] block it
[12:31] you're still in an advantageous
[12:33] situation because you land and you can
[12:35] act quickly so this is a really great
[12:37] way to press your advantage like I said
[12:39] that's one of the two main fundamentals
[12:40] controlling space and pressing Advantage
[12:42] I really want to hammer that home for
[12:44] you guys make sure to look out for those
[12:46] situations all right let's keep moving
[12:47] on here
[12:48] so sand poking with crashing medium
[12:50] punch there we love to see the pokes
[12:54] neutral jumping the fireball but you
[12:56] know Evil Ryu controlling space really
[12:58] well here huge walk up and then
[13:00] check this out the air to air jump
[13:03] roundhouse I think he could have comboed
[13:05] off this I know for sure gen can go into
[13:07] like super and Ultra office but uh CM
[13:10] didn't have uh super ultra meter so
[13:12] maybe there's nothing he could have
[13:13] commented with there but regardless
[13:15] hitting the opponent out of the air in
[13:16] Street Fighter is so essential because
[13:18] in most Street Fighter games including
[13:21] Street Fighter 4 and Street Fighter 6
[13:22] you cannot Block in the air so if you
[13:25] jump you're opening yourself up to being
[13:27] anti-ared whether it's from the ground
[13:29] or with what we call an air-to-air when
[13:32] you jump up to hit the opponent out of
[13:34] the air so this is a super essential
[13:36] skill especially at low levels because
[13:38] everyone just jumps all the time so make
[13:40] sure your antiers are on point let's
[13:42] continue here so he gets the knockdown
[13:44] with that anteater he goes for the red
[13:47] focus and gets gets Focus breaker that
[13:51] is so crazy from Daigo that is that is
[13:54] one of the all-time Daigo skills there
[13:57] is getting those Focus breaks but let's
[13:59] move on oh
[14:01] Daigo gets the fadc into the full combo
[14:04] and he just displayed a really important
[14:06] fundamental which is hit confirming so
[14:09] Daigo he did crouching medium kick into
[14:11] Fireball Focus attack Dash cancel into
[14:14] like a full ridiculous combo so you're
[14:16] going to want to hit confirm this so
[14:18] that if the opponent blocks you don't
[14:20] just waste your meter for no reason and
[14:22] not get any damage off it so hit confirm
[14:24] means basically you wait and you see
[14:26] confirm did it hit and if it hit you're
[14:29] gonna finish your combo but if they
[14:30] blocked it you're not going to finish
[14:32] your combo you're going to do something
[14:33] else so if it was blocked Daigo probably
[14:35] would have just done you know crouching
[14:37] medium kick in the Fireball and that's
[14:38] it another example could be like if you
[14:40] want to do like this Evil Ryu combo
[14:43] light kick light punch medium punch into
[14:45] hurricane kick if the opponent blocks
[14:48] this you're not really happy because
[14:49] you're probably going to be punishable
[14:51] you're going to land right in front of
[14:52] them and you know eat a big punish and
[14:54] not get any damage so you can make sure
[14:57] that it's actually going to hit a good
[14:59] way to practice this in training mode
[15:00] set the dummy to random guard I see a
[15:03] lot of people have never used the random
[15:04] guard feature it's super important
[15:07] you know you can see I'm checking
[15:11] there it hits so I'll finish the combo
[15:14] and the same thing with this you know
[15:16] like if this hits I'm only gonna do the
[15:20] fadc
[15:22] like that so yeah you only want to spend
[15:25] the meter and you only want to do
[15:26] something that might leave you unsafe on
[15:28] block if it's actually gonna hit so
[15:30] practicing hit confirming I think is one
[15:32] of the most important things that you
[15:34] can do when you're picking up a new
[15:35] fighting game learn your character's
[15:37] Combos and learn what combos you can hit
[15:39] confirm into all right so he got the
[15:42] very nice fadc hit confirm there now
[15:45] he's got the knockdown he's pressing at
[15:47] his advantage and for the first time
[15:48] this set we see high low mix up guys
[15:51] that's a fundamental of course so we've
[15:53] already seen lots of throw Mix-Ups you
[15:55] know going for like tick throws and
[15:57] stuff like that or like empty jump throw
[15:59] you know throw is a really really good
[16:01] way to mix up but in fighting games
[16:03] there's also high low Mix-Ups because
[16:05] you know there's standing block and
[16:07] crouching block so there are certain
[16:08] moves that can only be blocked standing
[16:10] so generally in Street Fighter it's rare
[16:13] to get a combo off of an overhead this
[16:15] is called an overhead in case you didn't
[16:17] know a move that can only be blocked
[16:19] standing is called an overhead it's rare
[16:21] to have combos off of overheads there's
[16:22] some some exceptions like Dudley but for
[16:25] the most part overheads are just going
[16:27] to be like a little bit of damage just
[16:29] one attack's worth of damage but this is
[16:31] kind of like free damage for Daigo
[16:33] because you know obviously crouching
[16:35] medium kick is such a threat he gets
[16:37] such massive damage off crouching medium
[16:39] kick that CN in this match is going to
[16:41] be blocking low the entire time so uh
[16:44] yeah overheads like this can be a great
[16:45] way to eke out extra damage and meter
[16:47] build and make the opponent think twice
[16:50] about what to do on defense so don't
[16:52] neglect the power of a high low mix up
[16:54] all right we're at if my count is
[16:57] correct we're at 13 fundamentals so far
[17:00] but I think before we get to the end
[17:01] here I think we can even find one more
[17:03] so I'll keep pointing everything out we
[17:05] got poking we got footsies
[17:08] oh okay we got pressing the advantage
[17:10] here in the corner we got reversal to
[17:13] get out there with the Invincible Dragon
[17:14] punch
[17:15] we got throws okay not a tick throw but
[17:17] a throw Tech we got whiff punishing
[17:19] again
[17:20] there's a tick throw off the jumping now
[17:22] he's got the knockdown in the corner
[17:24] nice throw Tech from CN and here we see
[17:27] another the last on our list today of
[17:29] fundamentals is the bait and punish so
[17:32] of course we talked about the power of
[17:34] reversals you know if the opponent's got
[17:36] you knocked down they're pressuring you
[17:38] while you're waking up or just
[17:40] pressuring you on block as well an
[17:42] invincible reversal will get you out of
[17:44] the situation and get you the turn back
[17:46] so that you can be the one pressing your
[17:48] advantage all of a sudden but the one
[17:50] big downside of course is that you can
[17:52] be baited and punished because pretty
[17:55] much every Invincible reversal is going
[17:56] to be unsafe on Block in most games so
[17:59] you know like that ex Up Kicks we saw
[18:01] earlier you can just get a huge full
[18:03] punish if you block that or like we saw
[18:06] die go through you can be even more
[18:07] disrespectful with it and you can use
[18:09] your own Invincible move to go right
[18:12] through oh and in this situation we
[18:14] actually
[18:15] oh there we go okay yeah we beat him
[18:17] clean yeah so you know whoever does the
[18:20] Invincible move second is generally
[18:21] gonna win but it can be a little risky
[18:23] to go for that so most moves that are
[18:26] punishable on block it is gonna be safer
[18:28] to just block and punish that way so
[18:31] yeah baiting an attack baiting them to
[18:34] do something and then waiting for it so
[18:36] that you can punish it super important
[18:38] skill once again especially at low
[18:40] levels people are doing lots of unsafe
[18:42] stuff so you're going to want to have
[18:44] your punishes on Deck all right so with
[18:46] that I've counted up a total of 14
[18:48] pieces of knowledge in one match man
[18:53] this is crazy I absolutely love watching
[18:56] these players go at it two of my
[18:58] favorites Daigo and CN and once again
[19:00] I'll link the full match in the
[19:01] description if you want to watch it it's
[19:03] like a 30 minute video so there's a lot
[19:05] to enjoy here so make sure to check that
[19:07] out and I hope you guys enjoyed this
[19:09] little breakdown let me know if there's
[19:10] other types of breakdowns or other types
[19:13] of fighting game fundamentals that
[19:15] you're curious about and what learn more
[19:16] about hit me up in the comments and I
[19:19] will maybe make a future video about it
[19:20] so let me know about that and I hope you
[19:22] guys enjoyed I'll see you in the next
[19:23] one bye everybody