5 Street Fighter shortcuts that the game DOESN'T teach you

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Published 2023-01-17

All Comments (21)
  • @duden2217
    I like grapplers but the 360 motions always deterred me because they were hard to get reliably. I have learned something today and may finally be able to start enjoying a diet of paint chips.
  • @kyleolson8977
    "Negative Edge" is an electronics or communications term. When a signal goes from low to high it's the "positive edge", and when it goes from high to low it's the "negative edge". This is important because things are "positive edge triggered" or "negative edge triggered". Something happens when the right edge appears. It's how the CPU clock in a computer works. The CPU is listening for either the positive or negative edge of some kind of clock signal to do have one clock cycle. In video games, the "positive edge" is when the button goes from unpressed to pressed, therefore the "negative edge" is where you release it. (Although in the electronics of your game's controller, the button probably sends out a negative signal when pressed and a positive signal when unpressed, but that's an implementation detail).
  • I was grateful enough for the 360, combo and tiger knee tips, but I have never even heard the term autocorrect or badass sounding Negative Edge, fighting game gold right here
  • @thegodofpez
    The best part about this channel is learning without being bored. Trust me, there are channels that do that.
  • One common negative edge tactic not mentioned is using negative edge when zoning with projectiles. It allows you to throw back to back fireballs without whiffing attacks if your fireball is still on the screen, like if your opponent neutral jumps the first one, etc.
  • @Zendariel87
    I don't think this was mentioned in other videos yet, but if you want a fireball after moving forward, you should do a half circle forward instead of quarter circle as this prevents accidentally getting a DP. Ryu used to have a hidden fire hadouken in the earlier games if you did a half circle instead of a quarter one. And similar to the super remembering the first quarter circle from special you can do a part of the motion for specials in the middle of strings, so you could hold forward and press jab, then crouch and press jab, and then down forward and press again to get a dp. Took me an eternity before I accidentally stumbled on to that. Another example is to buffer part of a super with a normal that does not have a special in it, for example doing quarter circle light kick into quarter circle light punch with ryu would result in an easier super from a light kick, this might be even more useful in sf6 since you can't special cancel into one bar supers. The diffence between knowing some of these input and buffer tricks and not knowing is pretty huge.
  • @SenraethX
    Combining negative edge with super cancelling is also great. With Ryu, do the normal quarter circle and hold punch for the Hadohken. Then do another quarter circle and release for Shinkuu Hadohken!
  • @broosewee
    I've been playing SF for 30 years and didn't know most of this information. Happy to learn like a noob. Thanks for this content!
  • @Flintolerable
    Dhalsim gets good use out of the tiger knee technique to do an instant air teleport which lets you come down with an air attack either a front/back mixup. In SFV he can also do instant air yoga gales.
  • God tier content for me, somehow gone years and years without any of these fundamentals
  • Option select is when you do two things at the same time and let the game select for you. OS are strong because the cover multiple option and the game make always the correct depending of the situacion. Most strong ones are normally patch in the modern games but think like Safe Jumps are a form of OS very common on most games
  • @char-rez83
    NO bull by #2 my mind was already blown. Be playing SF since 2, learn something new everyday. Thank you, genuinely. It is like the 3 sea shells
  • I have a condition that makes it hard for me to do inputs. So having Zangief (my favorite character, and all grapplers in general) have that option means a lot to me cuz I LOVE Fighting Games and I wanna play it competitively someday. 🔥👍
  • @badsketch9264
    I remember when I started playing fighting games as I started VERY late (DBFZ), when I finally understood that games expect some shortcuts or direction prep for certain combos, I was blown away. To this day I do not know why beginner videos don;'t even mention these kinda things.
  • @CloaknDagger
    Low key I also noticed and appreciate the way you formatted your content on this video: A lot of creators would do a countdown from least useful to "build" to most useful at #1, but I feel like you did the exact opposite, keeping me hooked in until the end, instead of skipping ahead to the end of your video. Always appreciate the most relevant/general stuff up front and the narrow/specific stuff at the end. So stoked for SF6, I'm taking in all your content in preparation hahaha, thanks again.
  • @KibaKitsune
    Another useful trick for the DP section is corner to corner buffering. If you wiggle the controller from down back to down forward and back again, you should be able to auto correct the DP side without having to guess for the cross cut motion or not. Just press the punch button as late as possible and you should DP on the correct side.
  • This is great stuff for beginner players. It's nice to have people taking out the time to simplify fighting games. When you're new it's all just so overwhelming.
  • Thank you for explaining the standing 360 input so well! I’ve been playing fighting games for over 30 years and always had to jump in or get super lucky with those inputs! Such a revelation! Thank you!
  • Kage in SFV has some insanely cool tiger knee combos with both fireball and tatsu (which is MUCH harder to perform)