I said it once before and I'll say it again 2019 and your videos are still helping people thank you 🕹💯😎
@sorry113036 жыл бұрын
I just started by playing and I forgot all this stuff 😂🕹💯😎
@ultrarising29834 жыл бұрын
2020?
@skynet-uy5qd4 жыл бұрын
21
@nicksamuel83242 жыл бұрын
2022 still helping
@S5_the_goat2 жыл бұрын
@@nicksamuel8324 am still confused
@Chogroka10 жыл бұрын
your explanations are very clear and concise. well done.
@deathrovan10 жыл бұрын
Learning alot from your vids man. Keep it up!
@MetalMusicMan10 жыл бұрын
Nice work!
@Bafael10 жыл бұрын
you keep doing your thing too MMM, I see you there.
@exploitablee10 жыл бұрын
Thanks for the vid. Helps a lot.
@benh2710 жыл бұрын
With hopes of you seeing this, even though it's on an older video, I was wondering if you wouldn't mind doing a video regarding Akuma frame traps/counter hit set-ups? I've found all of your stuff incredibly informative and useful. :)
@Bafael10 жыл бұрын
I'm notified of all comments. Also, Akuma can use any string into walk in ex tatsu to punish stand and crouch techs easily. Crouch strong crouch strong vs crouch strong walk in throw is a frame trap. You can do light normals, walk in, walk out far roundhouse to bait techs and whiff punish them with a cool weave. Walk in close forward is very fast and it's not too hard to counter hit someone with it. If you're gonna do the low strong or close forward ones, you have to cancel to something safe, like fireball fadc st. HP xx tatsu, shoryuken.
@benh2710 жыл бұрын
***** Oh, wow, that was very quick,haha. Thank you! Regarding the situation you described for cr, strong cr. strong vs. cr. strong, walk-in throw... you're saying the first option is a frame trap, right? For whatever reason, the wording was kind of confusing for me.
@champion554510 жыл бұрын
I sorta get it now! Thanks man
@MrRASSBA10 жыл бұрын
Good example of frametrap/blockstring mixup pressure is rscrmk loops
@momentie44389 жыл бұрын
hey @bafael your tutorials on ryu are perfect couldn't ask for anything better
@tylern282010 жыл бұрын
This is great information exactly wat ive been looking for. If possible can u further elaborate or more examples, techniques in this subject. Thnx in advance.
@Quake28159 жыл бұрын
Kidney blow is +3 on block and standing roundhouse is 4 frame start up. How are they committing to 2 frames? Shouldn't it be 1 frame? im lost.
@Bafael9 жыл бұрын
Mark Smith 1. There's nothing making you hit st. HK immediately. You could delay it a frame or several and have between 1 and like a 4-5 frame window, and it would still be effective. 2. Not every frame trap HAS to have a 2 frame window. I think that was a point I tried to make in this video. Most people don't tech on the earliest possible frame and if they do they get blown up just by blockstrings, so sometimes a larger window is more effective. The whole point is feeling out when your opponent likes to tech and then finding a window where you counter hit them.
@Quake28159 жыл бұрын
thanks
@ShinAfrica9 жыл бұрын
+Bafael do you think you could make a viable frame trap vid for gouken thanks and great vids btw!
@KanjiruSama6 жыл бұрын
1 dislike by a guy who gets frame trapped by a stand block
@TheReflexWonderful10 жыл бұрын
I had no idea that techs worked differently based on whether you were crouching or standing. I feel silly for not understanding the basic mechanics. Great stuff, regardless!
@Bafael10 жыл бұрын
maybe I should do a longer video on that.
@TheReflexWonderful10 жыл бұрын
Knowing the windows allowed on both and how to weigh the risks of each at different points of a blockstring would do a lot of good and would probably help a lot of people, yeah.
@Bafael10 жыл бұрын
Unfortunately I can't think of a lot of things I could say that I didn't say here.
@paulcu256310 жыл бұрын
ur videos are excellent
@AngelFreak_10 жыл бұрын
I don't understand frame tramps or frame data :-( heelp!
@Bafael10 жыл бұрын
A frame is 1/60th of a second. When you hit your opponent, they're sent reeling or forced to block for a set number of frames from the impact. Meanwhile, you recover from executing your attack. For example, if you recover 5 frames before your opponent can stop recoiling, you're +5, and moves that hit in 5 frames or less will combo. If you're forced to block for 3frames, that attack is +3 on block, and a 3f move from here will be a "true blockstring," i.e. you can't stop blocking even if you try. Meanwhile, if your opponent recovers from blocking or getting hit five frames before you do, you can't block his 5frame attacks, and they "punish" you. The idea with frame traps is you force your opponent to block then threaten him with a throw, then hit him before his throw can come out. He's forced to play defensive because you're threatening the throw off attacks where you're +frames on block, so if you do normals he's forced to block them but if he does normals he'll just get counter-hit.
@AngelFreak_10 жыл бұрын
Wow, thanks! This was a very good explanation :D now, where can I find the most reliable frame data? I've been trying both USF4 wiki from SRK and EvenHubs, but I noticed some inconsistencies between them. Then, is there a way to know if many characters share the same frame data? For instance, I use Honda and Gief, and I've rarely used the rest of the cast; do I have to use them all in order to learn what's a true blockstring and what's not? or reading and memorising frame data is the only way? This is what makes me confused. Anyway, thaaaaaaaank you a lot for the time you took to answer my message, I appreciate it! Cheers! :D
@Bafael10 жыл бұрын
SRK USF4 wiki has been 100% accurate in my experience but eventhubs frame data has been 99% accurate so I'm surprised you found some inconsistency, but I'd trust SRK first. You don't REALLY have to figure out what's a true blockstring or not because for the most part you don't get punished for attempting to hit opponents between true blockstrings. There are very few blockstrings in the game besides cancels, jump in to ground attack, and multi hits of the same move anyway. It's important though if you're a gief player for example to have a good understanding of what your opponent's attacks are that are -2 on hit/block, since that's how long it takes a spinning piledriver to start up. Grapplers' throws have enormous range and incredibly fast startup which means their punishing potential is uniquely good, so it's good to exploit that.
@AngelFreak_10 жыл бұрын
Again, I can't thank you enough for taking the time to answer. Right now I'm watching UltraChen's TV Episode on Frame Traps. I think I'm getting the hold of it. I play very patiently and I don't usually rush, kind of like the way Hoodaman plays with Honda (I'm not saying I'm equally good, though), so I don't think I need to learn my chars frame traps, but as you mention, in order to know what I can punish, I need to learn about frame data, and also, so that I don't get punished when they're "hunter" like players. Also, it'd be a good thing to learn how to play with other chars, for a change. Thank you again. I'll keep on browsing your channel to learn more and more about the game. I've recorded a couple of tutorials, one on plinking and one on pianoing. They're both in Spanish, since I really think most people who don't speak English should have access to all of this info. Once I completely understand how frame traps work and how to read frame data, I'd like to make a tutorial about that in Spanish. Anyway, see you around, mate :D
@xtac90110 жыл бұрын
hi
@ChronoTrigger1210 жыл бұрын
Hello, i have a question... I was wondering why some shoto players do cr. Mp, walk forward A LOT and then again another cr. Mp? I though that it was to frametrap but messing around in the training room taught me it wasnt because theres a big fucking gap in the middle of those cr. Mp.
@Bafael10 жыл бұрын
My guess is it's to beat extremely delayed techs from people who are already conditioned not to throw in fear of cr.mp walk forward shoryuken. If you know they're just gonna block, as the shoto, no need to throw away meter shoryukening. Maybe they should just throw but throws especially now with DWU don't do much guaranteed damage so the guy's pushing for extra meter/pressure. IDK, I'd need to see it.
@ChronoTrigger1210 жыл бұрын
My guess is that is a way to push you faster to the corner. I pointed the gap because you can punish it with jab, even the slightest walk can be beated by jab or tech. It can be conditioning too... Get the knockdown do the cr. Mp, cr. Mp then retreat, get another knockdown just one mp and then throw...
@KanjiruSama6 жыл бұрын
He's trying to make you press something. If you would just block there while he's pressuring and he doesn't feel like a throw will make you press something the next time, then he will try to make you panic by doing cr.mp (+2 so you should know not to press something) then walk up a bit knowing hes plus and that you are a disciplined player. It's more of a mind game/conditional/situational thing.
@Clobberkid5456 жыл бұрын
U r my dad ty
@deyanmonterrey75829 жыл бұрын
No se mucho ingles, alguien que hable español y haya entendido todo el video podría ayudarme? :c
@Unit_004 жыл бұрын
4 años después xD Yo puedo
@ignfan4life9 жыл бұрын
I hear a lot of knowledge from different American players, but is there any theory as to why Americans look like dogshit next to Japanese players in tournaments? What element of knowledge is missing/lacking? Looking at the Capcom Pro Tour standings, it's not even close, and no one believes an American will actually win. Why can't this knowledge be utilized for tournament wins at the highest level? What's are they doing differently?
@ericsbuds9 жыл бұрын
+ignfan4life americans are playing other games for the most part. just happens to be more of a specific country playing any given game, making it more likely there are top players from that country in said game.
@ignfan4life9 жыл бұрын
ericsbuds Yeah, I noticed the US dominates in most fighting games outside of street fighter. I just find it odd since street fighter is the biggest one. I'm sure other countries would look just as ridiculous playing the US in Injustice or MKX.