Fighting Game Mechanics the Pros Still Get Wrong

Ойындар

Today we're discussing some commonly-misunderstood mechanics in Fighting Games! From Street Fighter 3: Third Strike charge partitioning, to super cancelling, to the fabled Priority system in Street Fighter 6, let's talk about some of the deeper aspects of the genre!
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0:00 super cancelling
1:22 tripguard
3:36 Charge Partitioning
7:28 Priority

Пікірлер: 232

  • @Goryus
    @Goryus8 ай бұрын

    Another "correct" usage of priority is in the move input system. If you complete two overlapping move motions on the same frame, which move your character actually does is determined by a priority list.

  • @nurannahadiislam7940

    @nurannahadiislam7940

    8 ай бұрын

    Can you give some examples?

  • @sa1gon1

    @sa1gon1

    8 ай бұрын

    If I remember correctly, strength priority H>M>L. So, MP and HP input at the same time, as normals, will give HP due to H>M priority.

  • @CCboy916

    @CCboy916

    8 ай бұрын

    @@nurannahadiislam7940 I think this one is an example: In Guilty Gear Strive when Sol Badguy sticks someone to the wall if he's pressing a button or doing a special during the freeze effect you can input Gunflame Feint and it will take priority over anything you were already doing. So instead of doing anything else Sol Badguy will just do Gunflame Feint. Anyone feel free to correct me if I'm wrong though.

  • @raymondmcveety9375

    @raymondmcveety9375

    8 ай бұрын

    @@CCboy916to me this just feels like wall splat hit stop is eating my input

  • @maximepaccalet4449

    @maximepaccalet4449

    8 ай бұрын

    Yeah, there's just no way around it. Basically, the game code is read in order, on a given frame it will check if conditions are met for an action - if yes, the action is triggered, of not, it checks if conditions for another action are met, and so on. So, whatever you put on top will happen if conditions are met for multiple actions. Of course, the more complicated actions are checked first, otherwise they would never happen, but it drives me crazy when the game launches a slow a*s charge move, when i want to punish with a quick throw, because i happened to be blocking before and mistakenly input forward with lp and lk. 🤦

  • @Kioh2
    @Kioh28 ай бұрын

    I only found out about the QCF thing recently and it blew my god damn mind.

  • @xyz39808

    @xyz39808

    8 ай бұрын

    it's also useful for charge characters to turn your back charge into a hcf. e.g. 3s urien tackle into aegis can be input as charge back, hcf+k xx qcf+p

  • @pretzels1208
    @pretzels12088 ай бұрын

    There is also another type of priority in SF6 which is projectile priority. Unlike previous SF games where the projectile with the most hits will win, in SF6 there is a hierarchy of which types of projectiles are prioritized. It goes like: regular projectiles < powered up projectiles (like Ryu's denjin) < Ex projectiles < Super projectiles. The projectiles higher up the list will always beat the lower ones regardless of how many hits each have.

  • @plainkapp

    @plainkapp

    8 ай бұрын

    was JUST gonna comment this

  • @phillipfry8141

    @phillipfry8141

    8 ай бұрын

    extremely good info, thanks captain!

  • @JaquetaoSlayer

    @JaquetaoSlayer

    8 ай бұрын

    There's no "powered up projectiles (like Ryu's denjin)", denjin is just a projectile with 2 hits, so it will trade with 2 hits projectiles (Dee Jay, Guile, Rashid). the list is only: "regular < EX (OD) < Super"

  • @jasonelbow3807

    @jasonelbow3807

    8 ай бұрын

    So what about projectiles like Guile's perfect boom?

  • @JaquetaoSlayer

    @JaquetaoSlayer

    8 ай бұрын

    @@jasonelbow3807 same priority like all normal projectile's. (there's no perfect OD/EX boom)

  • @jk844100
    @jk8441008 ай бұрын

    3rd Strike has the same priority system as SF5. In 3S supers have the highest priority so even if a super isn’t invincible it won’t trade with a normal (it’ll ether lose or win, never trade) This is one of lesser know reasons that Yun super 3 is so broken, when it’s active all of his normals have super level priority so his normals can literally never trade with an opponent’s normal, he’ll just crush through everything.

  • @benjamingeorge8241

    @benjamingeorge8241

    8 ай бұрын

    Is this just for 3S or does this also work for Yun in SF4?

  • @jk844100

    @jk844100

    8 ай бұрын

    @@benjamingeorge8241 it’s just 3S because SF4 has the same system as SF6, anything can trade with anything.

  • @Choom89

    @Choom89

    8 ай бұрын

    Priority system in 3s and 5 was trash

  • @PrecursorIdeliron
    @PrecursorIdeliron8 ай бұрын

    I am always a sucker for having concepts and terms explained to me. There’s so much jargon in the fighting game world, that until it’s either explained like this or I see it like a hundred times during a tournament, it will never stick in my mind.

  • @kingj521

    @kingj521

    8 ай бұрын

    Clayton Chapman goes super in depth about this stuff. He has great fighting content too. People OFTEN steal either his tech or ideas.

  • @zhenyaloginov
    @zhenyaloginov8 ай бұрын

    A good example of priority in current gen games is Johnny's "Jocker Trick" super from Strive. It destroys any projectiles including other supers, no matter who input first, and it hits your opponent just because it's designed to have this priority privilege

  • @kurii-
    @kurii-8 ай бұрын

    People confuse fuzzy guard with F-Shiki; the act of making them block a jumping attack and keeping their hurtbox standing even though they are crouching, thus making it easier to hit with another overhead attack as long as they're still in block stun.

  • @JDHackett

    @JDHackett

    8 ай бұрын

    I was going to say this. It's a term I hear misrepresented often.

  • @MVKBPR

    @MVKBPR

    8 ай бұрын

    It seems to depend on the game/community. Airdasher/anime fighters players seem to understand it the way you explained (opponent blocking low with a standing hurtbox, thus making it easy to hit them with instant overhead jump attacks) MvC players seem to use it interchangeably with chicken blocking (up backing during pressure, so you block while jumping to avoid overhead/low mixups) Finally, the NRS players use of it means a blocking option select (for example, if a combo string branches into an overhead and low options, and the low comes out faster, they'll block low first and switch to overhead after with the same timing everytime)

  • @lydianlights

    @lydianlights

    8 ай бұрын

    i dont think that's really a misconception, just the same name being applied to two different things (which is less than ideal lol)

  • @kurii-

    @kurii-

    8 ай бұрын

    @@lydianlights Fuzzy guard is strategically switching between low and high block while being pressured. A common example is blocking a falling jump attack then immediately blocking low.

  • @NeoBoneGirl

    @NeoBoneGirl

    8 ай бұрын

    @@MVKBPR Definitely not. I believe the MvC player bit because Capcom players are usually wrong about terminology (accept numpad notation grandpa) but F-Shiki is basically an anime exclusive term for using standing hurtboxes while the opponent is crouching to hit them overhead. Fuzzy is just a term for delaying/OSing certain blocks or mashing, aka fuzzy mash, fuzzy block, fuzzy jump etc etc

  • @npc5983
    @npc59838 ай бұрын

    This type of content is so great! By the way, the struggling with the Hadouken into Super Hadouken made me laugh because I just remembered that back in the SF4 days, while doing some E.Honda trials for the first time, I was really upset because one of them demanded a headbutt followed by a super headbutt....and I just couldn't do that. I remember starting to practice just this part of the combo, positioning E.Honda on the completely opposite side of the screen when compared to the dummy: my intent was to take the time headbutt travels through the screen and try to complete the 2 seconds of back charging needed for the Super command 🤣. Course, I had no idea of how move canceling worked, and when I finally figured it all...I was just feeling that stupid and scrub 🤣🤣🤣

  • @robbieortsak6486

    @robbieortsak6486

    8 ай бұрын

    That's funny. When I was a kid I used to do that kind of stuff too, not knowing how game mechanics really worked. I remember counting to 2 out loud while playing Güilè and Blanka lol.

  • @brocksteele7475
    @brocksteele74758 ай бұрын

    I remember seeing Sajam talk about how Guile's perfect Boom loops have awkward timing BECAUSE they have to be perfects, which didn't make sense to me since I thought of them as just normal Booms with cleaner inputs. I never knew you could finish the input in the back position to start charging the exact frame after it comes out. Really weird interaction.

  • @krypticavalanch

    @krypticavalanch

    7 ай бұрын

    in sf6 guiles specials (boom , flashkick) have a normal and perfect version. to get perfect the attack has to coincide with the direction input with a (i believe) 1 frame buffer. i.e back charge, forward charge release then punch gets normal boom. back charge, forward charge + punch at same time gets perfect boom.

  • @saaah707
    @saaah7078 ай бұрын

    SF Alpha 3 had a priority system. "Red Flash" -- if two moves trade and they're on opposing "sides", the bigger move (e.g. light By "opposing sides" I mean it's unique to the move: Take Chun's s.mp vs chun's s.hp. Chun's s.mp uses her "back" arm (the one furthest from the camera), and s.hp uses her "front" arm, so a priority flash is possible. They will usually trade, but s.hp will win clean with a red flash 25% of the time. I believe the main point was to nerf jab spamming.

  • @Jadinass
    @Jadinass8 ай бұрын

    Seeing 3rd strike ken doing fireball into super was the first time i could clearly see that special into super shortcut is a thing.

  • @frappompi

    @frappompi

    8 ай бұрын

    I think it's the fact that the super freeze pauses the game in such a way that you can clearly see the hadoken animation still unfinished, that did it for me.

  • @vOrbZv
    @vOrbZv8 ай бұрын

    The part about charge partitioning was new to me. I’ve seen ppl play third strike and stuff and have urien dash forward and headbutt, same for sfv but I had no idea how to they were doing that

  • @boateye
    @boateye8 ай бұрын

    I always suspected that "priority" is a word that people use to fill in the gaps in their knowledge when explaining why their move lost. But i did know about heavier moves beating lighter moves as a correct usage of priority.

  • @shadowseal22
    @shadowseal228 ай бұрын

    Fun fact not only can Vatista from UNICLR do true charge partitions (famously she breaks up an [8]2 divekick charge with a 2gem in order to have enough frames to do the overhead divekick as an instant overhead instead of needing to do a full jump into it), but Terry can actually partition the charge for Rising Tackle in Smash.....for some reason.

  • @hatch450sx3

    @hatch450sx3

    8 ай бұрын

    I legit think the coder of Terry in smash loves fighters. Atleast kof. You really punish people if you know know kof or traditional fighters well. His charge rising tackle also upward invisible lol

  • @shadowseal22

    @shadowseal22

    8 ай бұрын

    @@hatch450sx3 the funny thing is Terry has never been able to partition in KoF, since nobody can. My best guess is just that the game checks to see if X number of the last 120 frames have been some kind of down, instead of having some system to check if those down inputs are consecutive, otherwise I don't see an intentional reason for him to be able to partition.

  • @cerdi_99

    @cerdi_99

    8 ай бұрын

    @@shadowseal22 there is a very clear reason for why he has charge partition in smash: he would lack a combo finishers when doing ladder combos. also if it needed a straight down input he would lose a lot of recovery capability, purely bc the true (aka the input) version of rising tackle goes higher and a bit farther than just using up+b. It's kind of a balance reasoning.

  • @diskoBonez
    @diskoBonez8 ай бұрын

    This kind of knowledge is what I've been looking for to improve! Thankyou for being so thorough with your examples!

  • @Foggen
    @Foggen8 ай бұрын

    The input buffering at the top of the episode is the backbone of my favorite Third Strike combo, Ryu's jHK->2HP->H Shoryu->Shin Shoryu. It's like 65% on jump in hit confirm...

  • @uriahcaraalvillar6445
    @uriahcaraalvillar64458 ай бұрын

    I’ve never really understood how priority really works. Thanks for clearing that up!!

  • @saterdei
    @saterdei8 ай бұрын

    I didn't know you could use a normal fireball as part of a super, that's cool! These videos are amazing, I also love the ones you've done on fighting game terminology, it's good stuff!!! Next up: links, strings and combos. What's the difference?

  • @slugemonkey313
    @slugemonkey3138 ай бұрын

    This video is awesome!!! Answered so many questions I've had for years. I wish I could subscribe twice

  • @StrawHatMod
    @StrawHatMod8 ай бұрын

    Ex fireballs gong through regular fireballs i would also say is priority in SF6

  • @bracket0398
    @bracket03988 ай бұрын

    Still tryna get into SF6 from Tekken and this does help a lot! There's a little bit of this kinda stuff in Tekken but it's much easier to figure out IMO. Thanks for doing these type of vids dudeman!

  • @fakeigniz13
    @fakeigniz138 ай бұрын

    Nice. Please do fuzzy guard. Also Darkstalkers 3 actually has priority which is where some of the confusion around priority arose from.

  • @krypticavalanch

    @krypticavalanch

    7 ай бұрын

    known - situation where defending player crouch blocks but gets hit standing due to transition states. i.e after getting up character has to stand. actual. - state of blocking both sides through os.

  • @fakeigniz13

    @fakeigniz13

    7 ай бұрын

    @@krypticavalanch that's actually a fuzzy overhead Fuzzy guarding is just switching between standing and crouching guard rapidly, usually to increase the chance you'll be considered doing the correct block at the right time.

  • @saviormonroe-lh7oh
    @saviormonroe-lh7oh8 ай бұрын

    I've never heard of any of this except priority. Good fighting game 101 session. Appreciate it

  • @danield6740
    @danield67408 ай бұрын

    Yyooooo thank you much for the new video!!! I’m kinda bored af at work and this is perfect timing!!! 🙏🙏😃😃🙏🙏

  • @NeoBoneGirl
    @NeoBoneGirl8 ай бұрын

    charge partition is the one that annoys me because its in literally 2 games, 3S and UNI

  • @shadowseal22

    @shadowseal22

    8 ай бұрын

    It is also, randomly, in Smash Ultimate since Terry can split up the charge for Rising Tackle.

  • @Inso_yuugen
    @Inso_yuugen8 ай бұрын

    Finally. I needed a video that would tell me things people assume I would know but don't.

  • @BLewTheKake
    @BLewTheKake8 ай бұрын

    Love how knowledgeable u are. Thank you for this!

  • @DragonflySwamp
    @DragonflySwamp8 ай бұрын

    Something that puzzled me about the term tripguard is that it's literally just "landing recovery" (an immediately obvious term) but in reverse, and applied to the person on the ground. So "nice tripguard" somehow means "nice avoiding the air attack to punish the landing recovery" even though the term "tripguard" itself is allegedly referring to whether the person in the air can block upon landing or not.

  • @Tungdil_01
    @Tungdil_018 ай бұрын

    This video is almost a history of Street Fighter. SF2, 3, 4, 5, and 6. Neat

  • @Jiggeh
    @Jiggeh8 ай бұрын

    Virtua Fighter has a very simple priority system where the damage of an attack determines priority, IE a higher damage move will always beat a lower damage move if they connect on the same frame. Trades only happen if the two attacks clashing deal the same amount of damage. Strikes also take "priority" over throws, as in you cannot be grabbed out of startup frames of a striking attack (but I don't think anyone really uses that term to describe the system for the most part).

  • @eViLPaCcc
    @eViLPaCcc8 ай бұрын

    8:04 there is actually one game that utilises the priority system how you state here - Pokken. In it, there are two kinds of priorities - Projectile Priority and Strike Priority. With Projectile Priority, if they're at the same value, they cancel each other out. Otherwise, higher priority value projectile wins the clash. There are also three special kinds of Projectile Priority values - "None" (projectile passes through anything without interacting), "S" (cancels numbered projectiles and passes through another S) and "S+" (can't be destroyed by assists on top of other properties of S projectile) Strike priority works a little weird, too. Equal strikes cancel each other put, the ones within one number (e.g. 3 and 4) cancel each other out, too, but the player who threw out a higher priority button recovers 10 frames faster; finally, if the difference is 2 or higher, higher priority move wins. And there's even more weird stuff on top of that, too

  • @calmguru1274
    @calmguru12748 ай бұрын

    Thanks JM i didnt know about trip guard and i thought i just wasnt blocking low lmao

  • @maxmercurythemm827
    @maxmercurythemm8278 ай бұрын

    An interpretation for the old idea of priority is basically an evaluation of the distance between the hitbox and hurtbox of your attack. I like to use the term "negative priority" if the hurtbox expands past the hitbox (extremely rare case).

  • @emmita2381
    @emmita23818 ай бұрын

    can't believe I keep hearing new stuff after so many tutorials... I understand why I was afraid of fighting games on the first place

  • @SvenS2
    @SvenS28 ай бұрын

    Thanks for clarifying charge partitioning. I now wish it existed in other games

  • @NineEight_Nine
    @NineEight_Nine8 ай бұрын

    In SF6 I rather trade just to stop pressure since most chars don't get too much off of trades unless in the corner, plus I'm using low tier so I have to press things

  • @jamesk6505
    @jamesk65058 ай бұрын

    I never comment on videos - but just wanted to say thank you for this content! So well done and informative

  • @drewbreezy5854
    @drewbreezy58548 ай бұрын

    jmcrofts, the encyclopedia of fighting game knowledge

  • @Khinh-xq6lx
    @Khinh-xq6lx7 ай бұрын

    jm sometimes people don't do shortcuts but if it works that mean you are executing well

  • @Scroteydada
    @Scroteydada8 ай бұрын

    Priority is more of an all encompassing term for spacing, hurtbox positions, invincibility etc

  • @Saiyza
    @Saiyza8 ай бұрын

    I knew about priority in SFV, but then I learned that it's almost standalone for the series as a whole.

  • @RemiAutor
    @RemiAutor8 ай бұрын

    That would explain why I keep accidentally doing supers when I'm trying to spam fireballs too quickly with meter.

  • @krypticavalanch

    @krypticavalanch

    7 ай бұрын

    only works on hit/block. wont work far away depending on game.

  • @Macop
    @Macop8 ай бұрын

    The priority argument is what I've noticed some people don't understand what it is and how it works, even in Master-rank. I get annoyed when people throw out arguments like "That character has priority moves!" etc, even though they don't have any priority in said moves...

  • @sinisterrain2079
    @sinisterrain20798 ай бұрын

    I remember as a young one saying that Vega kick as a CPU had ultimate priority. Ahahaha

  • @OrangeAveng3r
    @OrangeAveng3r7 ай бұрын

    huh, this explains soooooo many of my accidental supers.

  • @Slugns
    @Slugns8 ай бұрын

    Ryu FADC Shortcut into U1: (during ex fireball or w/e) F, Mp+Mk+QCF, QCF, PPP

  • @jonajona5543
    @jonajona55438 ай бұрын

    About those "tripguard", My KOF brain simply can't accept it and usually piss me off. In KOF if you are landing from a jump you can't block Supers, So when in SF6 with Zangief I do SuperLV2 and the other player get to block after jump back I just can't deal with it. I know are different rules but damn.

  • @JeanPhilippeBoucher
    @JeanPhilippeBoucher8 ай бұрын

    most of that would have been new to me 1-2 years into my "taking fighting game seriously" journey -- and all of it is stuff I needed to learn when jumping from smash to traditional fighting games! I also didn't know about charge partitioning being gone in SF6 !

  • @markrobertson1116

    @markrobertson1116

    8 ай бұрын

    It's not just gone in SF6, it is basically only possible in SF3. People have just been misusing the term for so long =)

  • @rohan5564

    @rohan5564

    8 ай бұрын

    @@markrobertson1116 Terry has charge partitioning in smash ultimate

  • @markrobertson1116

    @markrobertson1116

    8 ай бұрын

    @@rohan5564 I didn't know that! I don't know anything about Smash mechanics

  • @JeanPhilippeBoucher

    @JeanPhilippeBoucher

    8 ай бұрын

    @@markrobertson1116 yeah it's definitely why I assumed it was a thing in fighting game generally. (being a Terry main) Thanks for the added clarification !

  • @neomatrix3370
    @neomatrix33708 ай бұрын

    i learned the input shortcuts a while ago for kof 15

  • @maximepaccalet4449
    @maximepaccalet44498 ай бұрын

    In some way you have to have priorities in a fighting game, at one point or another, like for the throws, because you can't trade strike with a throw. Developers have to make a choice there. I was surprised they gave priority to strikes in sf6, as in third strike, throws have priority. Then of course they had to give priority to supers because, well, you can't have a regular throw win over a super (actually in third strike there's a pretty huge priority list, like some command grabs even have priority over others, and super grabs have priority over super strikes). That's actually why genei jin is so powerful in that game. It's not just that it speeds up yun's moves or allows for crazy juggles, it also gives all his grounded moves super art priority, which means that whatever move the other player throws (even a throw), yun's 2f startup light attack will win and start a combo. There's a very interesting video about that out there. If you don't know it, check it out I wonder how they went with the supers in sf6, but i bet they gave priority to them over normals. And how do they deal with supers that connect on the same frame ?

  • @angquangnguyenthac2833

    @angquangnguyenthac2833

    8 ай бұрын

    They didn't have priority to strikes in SF6. It's more like throw is 5f while popular jab is 4f meaning that the 4f jab will connect sooner than the grab and beat it if both are being imput at the same time.

  • @avocatdoberries

    @avocatdoberries

    8 ай бұрын

    I've seen the interaction of a fighting game that was still in development before strike/grab priority was implemented. basically the trade still happened and the char that was grabbing would get hit anyways. the char being grabbed would either get frozen in the grab animation or they would get break free depending on the coding

  • @cerdi_99

    @cerdi_99

    8 ай бұрын

    @@angquangnguyenthac2833 if a strike and a regular throw (might be different with command grabs, i havent checked) get active at the same time, the strike will always win in SF6. In a lot of other FGs, it's the other way around. Throws usually beat strikesan command grabs usually beat regular throws

  • @MrCactuar13
    @MrCactuar138 ай бұрын

    I think the way we use "trip guard" can be cleared up if we just called it trip guard break. Mahvel games already have guard break glitch so we already have a simple solution by including trip guard break into our vocab

  • @hatch450sx3
    @hatch450sx38 ай бұрын

    Anygame with a super jump and an airial special or super can be done by instant ensigna motion (johnny from gg made this famous). You can do an air special or jump a milimeter off the ground. If its half circle or qcf in air its d df f fu u ub b then button. And the opposite for half circle back or quarter circle back in air moves as well. Its great for using some op airial moves for indtdnt over heads or interrupts on rush down.

  • @avocatdoberries

    @avocatdoberries

    8 ай бұрын

    Isn't the terminology for this "Tiger Knee" or "TK"?

  • @cerdi_99

    @cerdi_99

    8 ай бұрын

    @@avocatdoberries it is known like that for most of the players, yeah

  • @krypticavalanch

    @krypticavalanch

    7 ай бұрын

    @@cerdi_99 tiger knee is 2369. jump specials also have height restrictions regardless of speed and whether a move can be done neutral, back or forward dictates command.

  • @cerdi_99

    @cerdi_99

    7 ай бұрын

    @@krypticavalanch the input for tiger knee (the move Sagat has in SF games) changes between games in the series. However, what we're referring to is the act of performing an aerial special as soon as possible, which is just doing the input grounded and the jumping and pressing the right attack button at the same time. As u said, recent games usually have restrictions to both the direction and the timing of these kind of moves (ie: cammy and juri dive kicks in SF6 need a minimum height before they can be used and can only be used on a forward jump)

  • @Luis-Hernandez.2022
    @Luis-Hernandez.20228 ай бұрын

    "Confirm" A lot of people call everything that's a combo a confirm.

  • @krypticavalanch

    @krypticavalanch

    7 ай бұрын

    are u asking?

  • @DarttheLegend
    @DarttheLegend8 ай бұрын

    I feel like people misuse “fuzzy” and “meaty” as well

  • @hatch450sx3

    @hatch450sx3

    8 ай бұрын

    Correct me if I'm wrong but meaty is done after oki. When you set up oki and hit with a very high unscaled starter right?

  • @JaquetaoSlayer

    @JaquetaoSlayer

    8 ай бұрын

    @@hatch450sx3 meaty is hitting with a move in their last active frame, like Rashid Forward Heavy Punch is +3 on hit, so you cant combo on it, but if you hit it meaty (on the last active frames) you can combo into it.

  • @cykablyat6348

    @cykablyat6348

    8 ай бұрын

    @@JaquetaoSlayer meaty is hitting the enemy on the first possible frame that he can be hit, a throw can be called meaty too

  • @JaquetaoSlayer

    @JaquetaoSlayer

    8 ай бұрын

    @@cykablyat6348 i just checked and is... both, so "Every meaty is a meaty but not every meaty is a meaty". FGC terms are just plain dumb.

  • @cerdi_99

    @cerdi_99

    8 ай бұрын

    @@JaquetaoSlayer they eventually got mixed to be the same term bc most of the times (but not all), the only way to hit later in the active frames of an attack is by doing it on wakeup. Also this term is both a range and a "boolean" at the same time. It's a range bc u can hit with the 2nd active frame of a move and it's technically meaty bc it's later than usual, but it can hit much later so its "a bit meaty". And its a boolean bc on wakeup it either is meaty or not, u either hit them the 1st frame they can get hit or u didnt Language do be like that sometimes

  • @sloppyplante
    @sloppyplante8 ай бұрын

    What's the music in the first bit about super cancelling?

  • @Arclight641
    @Arclight6418 ай бұрын

    I played a lot of SF5 and I never knew that priority worked like that. I thought it was only crush counters that had priority.

  • @jonathanmorin9206
    @jonathanmorin92068 ай бұрын

    I mean, being realistic, saying you have "frame advantage" is functionally the same as saying you have "priority" in that situation... so it makes sense for non-FG nerds to say that, since it's more natural to use priority instead of frame advantage. However, due to priority systems acutally existing in FGs, it IS important to make the distinction... so yes, using even just "advantage" is overall better. Also, another exemple of a priority system is found in Samurai Shodown, where if two players grab at the exact same time, since there's no grab-teching, it's always P1 that has priority of grab (or is it P2? I don't remember, but either way, it's always the same side who'll grab).

  • @eddD14
    @eddD148 ай бұрын

    A lot of people don’t even know what neutral is and I’m talking about pros who think neutral it’s grounded footsies like in sf.

  • @travis9529
    @travis95298 ай бұрын

    This was informative. How many frames are you not allowed to block low after whiffing a jump normal SF6? Can I get a guaranteed hit on my opponent if I hit them within the 1st 2 frames of their landing? Or is there only 1 frame where you cannot block? Thank you. I guess with the frame counter in SF6, I can actually test this myself.

  • @JaquetaoSlayer

    @JaquetaoSlayer

    8 ай бұрын

    3 frames of landing recovery

  • @travis9529

    @travis9529

    8 ай бұрын

    Thank you, just tested it and confirmed that you are correct. There are 3 frames where you cannot block/or tech a throw at all after whiffing a jumping normal@@JaquetaoSlayer

  • @its_kuro
    @its_kuro8 ай бұрын

    jmcrofts blowing my fucking MIND in the first 40 seconds of the video. I've played SF for years and never knew that!

  • @moriamortimorte
    @moriamortimorte8 ай бұрын

    Sfiii remy's stance flashkick 🎩👌

  • @EinDose
    @EinDose8 ай бұрын

    I wonder how much of the priority conversation was manipulated by Smash Bros. Smash kinda hates explaining itself beyond really vague stuff, but one of the few things I remember Melee explaining was that it had priority, specifically mentioning it as a strength for I think Bowser; most of his attacks have really high priority, so you can just muscle right through your opponents. The fact this really doesn't work out for him, I think, is part of an unrelated conversation about how competitive Smash isn't really the game Smash is designed to be; heavies with high priority just don't work out in a controlled 1v1, but they make a lot of sense when you put them in the context of a big free-for-all where someone like Bowser can just punch through a smaller skirmish woth impunity.

  • @happyducky9872

    @happyducky9872

    8 ай бұрын

    Smash priority tends to be damage based, so it could be related indirectly

  • @foreverscrappy1994
    @foreverscrappy19948 ай бұрын

    Great vid as usual

  • @Epicdistroyer56
    @Epicdistroyer568 ай бұрын

    Thanks for the great advice as always. You're one of the biggest reasons i was finally able to start progressing through Plat on sf6. Keep up the good work❤

  • @SpinningSidekick
    @SpinningSidekick8 ай бұрын

    Chun-Li's leg days have high priority. Guile's leg days have low priority.

  • @PlatinumAssassin
    @PlatinumAssassin8 ай бұрын

    Thanks!

  • @Xelae93
    @Xelae938 ай бұрын

    What is the music playing at the start of the video?

  • @cirro51
    @cirro518 ай бұрын

    Charge partitioning was such a cool mechanic. Allowed greater flexibility with charge characters. Ive seen some people say its a glitch in sf3 so anyone ever ask a dev if it was implemented or a bug?

  • @DragonflySwamp

    @DragonflySwamp

    8 ай бұрын

    It's obviously an intended feature. Parrying in SF requires you to tap forward, so having a charge character lose charge every time he did a parry would be nonsensical.

  • @cirro51

    @cirro51

    8 ай бұрын

    @@DragonflySwamp good point makes proper sense

  • @TrophyJourney
    @TrophyJourney8 ай бұрын

    Incredible how SF6 manages to be a better SF in every possible aspect.

  • @vodkagobalsky
    @vodkagobalsky8 ай бұрын

    It's funny you used Chun Li in ST for demonstrating the LACK OF TRIP GUARD in SF2 but if Chun Li did headstomp (down + mk), she CAN actually GAIN trip guard and block instantly! I don't understand why strikes beat throws in 6. Throws should always beat strike on the same frame. And command throws are so stupidly nerfed in modern fighters.

  • @krypticavalanch

    @krypticavalanch

    7 ай бұрын

    probs due to active frames. the frames trading are a hit and the games confirmation of throw. plus throw loops / tick throws would be stronger.

  • @pdreding
    @pdreding8 ай бұрын

    Please tell me the double QCF trick works in VI. That would make using supers in combo substantially easier.

  • @MVKBPR

    @MVKBPR

    8 ай бұрын

    It does, i actually haven't heard of a fighting game where buffering cancels like that doesn't work.

  • @cerdi_99

    @cerdi_99

    8 ай бұрын

    afaik that buffering technique works in every game that lets u cancel specials into supers

  • @IvoJim
    @IvoJim8 ай бұрын

    I’m really jonesing for the next mk1 stream🫠

  • @RafaelEstrada
    @RafaelEstrada8 ай бұрын

    Trip Guard is actually what the devs call the specific hit box that allows you to do what you described as “Trip Guard”. You wouldn’t know about this unless you’ve tried to make a fighting game. You actually showed that in SF II that extra hit box is missing.

  • @jokerzbp9545
    @jokerzbp95458 ай бұрын

    I actually didn't know street fighter had landing lag like Smash

  • @antoine5497
    @antoine54978 ай бұрын

    lmao love the dotodoya slander

  • @hooriamdonno9552
    @hooriamdonno95528 ай бұрын

    question, what wins? command grab or regular grab? and other question, are hurt boxes differentiated between grab and strikes?

  • @happyducky9872

    @happyducky9872

    8 ай бұрын

    Command and yes iirc

  • @hooriamdonno9552

    @hooriamdonno9552

    8 ай бұрын

    so there cases where you can super Dhalsim's limbs with a strike super but not a grab super?

  • @happyducky9872

    @happyducky9872

    8 ай бұрын

    @@hooriamdonno9552 that should be correct, but ive never tried it.

  • @zex69
    @zex698 ай бұрын

    The worst offenders are "fuzzy" and "chicken"

  • @tonnenpanda
    @tonnenpanda8 ай бұрын

    I think the priority system from SFV should be in SFVI. Lights are really oppressive with DR and that would change that a little.

  • @ashred9616
    @ashred96168 ай бұрын

    Meanwhile in the hall of Justice, my fucking timing is ass and I eat the miss timed throw because I didn’t want to mash. T-T

  • @villainova2437
    @villainova24378 ай бұрын

    You should make a video on why people are mashing jab in sf6

  • @user-fq7hw3dw8j
    @user-fq7hw3dw8j8 ай бұрын

    Dude your knowledge and the way you explain shit is incredible. Idk half of this shit

  • @secretcrocodile7499
    @secretcrocodile74998 ай бұрын

    more like this please

  • @not_decaf
    @not_decaf8 ай бұрын

    Sir, i need u to publish a fgc handbook with these terms so we can all b a lot less dopey

  • @jmcrofts

    @jmcrofts

    8 ай бұрын

    glossary.infil.net

  • @Knightimex
    @Knightimex8 ай бұрын

    I like how some people are acting like they knew all of this the entire time when nothing surfaced in the last 30 years. 🤣🤣 Some of it was referred to as a move you can cancel

  • @Choom89
    @Choom898 ай бұрын

    Priority system in 5 was so terrible, crazy how that passes anyone's checklist IMO

  • @neah2k11
    @neah2k114 ай бұрын

    Learned super cancelling from SF EX.. series was busted lolfun. So upset Fighting EX Layer wasn't successful

  • @phillipfry8141
    @phillipfry81418 ай бұрын

    **JmCrofts explains "charge partitioning"** Boy I'm glad I already can't play charge characters, this seems like a ton of work lol.

  • @SenraethX
    @SenraethX8 ай бұрын

    I think the old SF2 series CPU's cheating tactics ruined my sense of priority of attacks. So many times they did a hard attack that for some reason cancelled out my attack.. terrible that they actually used this as a feature in recent iterations!

  • @jackg6887
    @jackg68878 ай бұрын

    People saying a move has good priority when it's down to s or hitbox reasons has always been by biggest pet peeve

  • @thebudgetdev6591
    @thebudgetdev65918 ай бұрын

    could you define "fuzzy blocking" ive heard it multiple times but i still don't understand it

  • @isaiahhonor991
    @isaiahhonor9918 ай бұрын

    I'm probably the millionth guy to say this, and if I am I'm really sorry, but you're mic is facing the wrong way. If you set it to cardioid mode and face it so the dials are facing towards you that will probably get you the best sounds out of it. Also, you speak to the front of it, not the top :D

  • @m0002856
    @m00028568 ай бұрын

    Okay the fact people confuse Charge Partitioning and Charge Buffering is kinda odd to me. First off: obviously nobody has cleared all of the Xrd trial combos because lord knows charge buffering is mandatory for like… every damn charge character and made me hate my life. The number of times I had to hit c.S with Venom and IMMEDIATELY hold down to get my charge move to connect in a true combo but without getting a crouching attack is too damn high. Secondly: ain’t nobody must’ve partitioned their hard drives before. CMON MAN. WE ARE THE FGC, WE’RE BETTER THAN THIS

  • @megapussi

    @megapussi

    8 ай бұрын

    I genuinely think the problem is that most people just dont know what partitioning means lmao

  • @Chalepastel
    @Chalepastel6 ай бұрын

    I seriously need a full term explain and mechanics play in kof02UM, I've been playing for so long, yet I still don't know every technique. Has someone done that all ready?

  • @CanYouBelieveChannel
    @CanYouBelieveChannel7 ай бұрын

    Does someone knows if strikes also have priority over comand grabs?

  • @krypticavalanch

    @krypticavalanch

    7 ай бұрын

    same frame, no.

  • @vinja858
    @vinja8588 ай бұрын

    Whats the difference between Trip Guard and Safe Jump?

  • @sova_thatguy6187

    @sova_thatguy6187

    8 ай бұрын

    A safejump is when you knock an opponent down, and do a jump-in attack on their wakeup, and even if they reversal, your landing recovery frames allow you to block their attack while hitting them if they don't. It's also a type of Option Select, because if they reversal, you block. But if they try to jump, press a button, or block, then you make contact.

  • @EdgyVidyaGeneral
    @EdgyVidyaGeneral8 ай бұрын

    DSP uses every term wrong. Netcode, priority, latency, and more. Its wild to hear

  • @happyducky9872

    @happyducky9872

    8 ай бұрын

    Dsp uses everything wrong*

  • @stilmaho
    @stilmaho8 ай бұрын

    I thought throws had priority over strikes in the last 3 SF games. Interesting

  • @megapussi

    @megapussi

    8 ай бұрын

    throws had prio over strikes in sf5, in sf6 its the other way around. idk about earlier games.

  • @cerdi_99

    @cerdi_99

    8 ай бұрын

    that's bc they do, except int SF6

  • @SenraethX
    @SenraethX8 ай бұрын

    So there's one interaction that confuses me, maybe because I can't see hit boxes. Ken's low HP loses to Ryu's low MK when done at the same time. Maybe even loses to low LP? Is this priority or hit box.. geometry?

  • @LealFireball

    @LealFireball

    8 ай бұрын

    My guess is that ken's move hits too high up to catch ryu's leg close to the ground.

  • @DragonflySwamp

    @DragonflySwamp

    8 ай бұрын

    Turn on the frame meter and see if the moves have the same startup. If they are active and in range for each other but one always wins, then it's a hitbox/hurtbox interaction.

  • @cerdi_99

    @cerdi_99

    8 ай бұрын

    if you're talking about SF6, it's a hitbox kind of thing. Ken's 2HP (or cr.HP, depending on what notation u want to use) hits really really close to ken's body and the hit starts pretty much at chest height so that would explain that interaction

  • @ericyeahbaby3875
    @ericyeahbaby38758 ай бұрын

    Please repost from 09:00 till 09:40... I felt so bad for you after 3 fails that I couldn't listen anymore 😢 Just trolling Love your content 😊

  • @blinco6099
    @blinco60998 ай бұрын

    someone show this to dsp

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