Struggling to come up with ideas

Damn, it’s been a full year since I’ve made a video, this is going to suck. Alright, well, with my break approaching, I decided that I wanted to make a new video, but I don’t really know what topic to tackle…

I want to keep the same formula as my first video.
[media=youtube]cQEB1QFnusw[/media]

I like the idea that everybody can learn from a tutorial video, not just the character its related to. I’m down for suggestions if anybody has any. I thought about explaining how to approach wake-ups defensively and offensively, but I think the topic is kind of broad? I don’t know, maybe the ship has sailed for this kind of thing. Would be nice to edit some video though.

That video was awesome, hella gotta do something like it. I like the idea of wake-ups, since it’s universal like anti-air. Maybe talk about the 5 frames of throw invincibility when you wake-up, and how it goes down to 3 frames if you quick-rise(you should ask ESN for the real numbers also), and how to do that MOV option select with them.

i think the wake-up topic would be nice, but you’re right it may be too broad. i suppose you can do one on offense and one on defense, but i think wake-up throw teching or throw teching in general would be an interesting topic that could help a lot of beginner-intermediate players.

yeah I really like this idea, like going into the mechanics of how wakeups work. It really boggles my mind that so few people are aware of throw invincibility on wakeup!

High Low mix up frame overlaps.

ex:

dudley sweep takes this many frames to start up, dart shot takes that many.

if you are blocking low and you see Dudley press a button, you can block/parry high within this time frame and then block/parry low follow up in order to cover all your bases. As if to say, block low react high, then block/parry low in case you’re on autopilot and haven’t realized it. Everyone plays auto pilot nowadays anyway.

Most special normal overheads, dart shot/ken back mk/etc., allow this concept.

Oh and how everyone has a different amount of time it takes to wake-up, and briefly touch on dashing through people when they quick-rise, since there’s way too many combinations to check with everyone (but definitely include Makoto VS Ibuki midscreen throw > quick rise > dash through cause midscreen dash-throughs are 2 sick)

Thanks man, appreciate it. The invincibility idea is great, honestly, I’m a little ashamed to admit that I don’t know shit on frame-data. I kind of know what works and what doesn’t from experience or somebody just telling me “you can reversal that on block” for example, but that’s definitely a good topic because I can learn from it as well. I remember Nuki talking about the 6th frame jump, where you can block and jump on the 6th frame to avoid karakusa/zenpo/etc… I’d have to talk to Yuuki or somebody like ESN for all these specifics.

Yeah, I think this is the only advantage you get when trying to deal with Dudley’s high-low mix-up, this is also good, but outside of Dudley who else does this work on? I dunno why, but I only do this against Duds, I’m sure it works on some others?

yay metrics gonna make a new vid…just sayin…hes pro at vid making…wakeup is a good idea…I would also be interested in option parries…how to execute and defend :
:slight_smile:

I guess you’re right. I use it for UOH but that might be asking for too much.

Wake-up is really deep, not just with techniques and frame-data knowledge, but the meta-game that’s behind every wake up scenario, it all plays a part in how you approach the next wake-up. I find it fascinating, and its one of the reasons why I love this game. Attacking someone can be as equally stressful as defending. Both players are guessing, though the defending players risk is greater, it doesn’t really matter because the fact that they’re guessing will still be considered by you. For example: I was recently playing Ken vs Ken. (This would just look like I’m getting owned, but it played such a bigger role on me mentally.)

I knocked Ken down, this is the first knock-down of the game, the first wake-up, so no rules apply, time to test the waters!**

I do cr.short on his wake-up for a tic throw, he parries the cr.short and punishes with st.strong srk > kara srk. (holy fuck I almost lost half health because he guessed low.)

***The game continues and I eventually get another knock down. ***

Alright, now I’m a little cautious, the last time I tried to attack him I lost almost 50% of my health.

He knows that I’m a little shook up now because of that last wake-up punish.

The best part about this, I KNOW that he knows I could be shaken by that last scenario, so I have to guess if hes considering that I’m afraid, and he also has to consider “Is this guy dumb enough to go low again? Will he try and go high now because I guessed low last time? etc”

I guess that hes going to guess parry again, so I back off a bit, ready to punish his wake up parry with a delayed attack.

He guesses that I’m going to be cautious because he punished me so hard and jumps out of the corner for free. (Note: Delay attacks can also hit people out of the air, its one of the ways to stop the parry jump technique, I just timed it poorly.)

This is truly tip of the iceberg meta, there are many other options to consider. (wake up shoryu, counter to my bait counter ((wakeup low forward srk)) etc.)

I don’t even know if I made sense, but I’m hyped on this candy I’m supposed to hand out to these fucking kids knocking on my door.

I approve as fuck of this. I know this isnt the right topic but would you people appreciate a vid with basic 3s option selects? I have half the footage so far and I want to make it look as nice and clean as Metrics anti air vid.

The only OS you need in 3s is SGGK, and you should explain that as throughtly as possible.

What about DED and the MOV? Also why is every OS an acronym in 3S?

FAG

Fast Ass Game:Online Edition
.
OMG is a duck

Orange Makeup Guy, its a duck?

Also good work all around, thanks. Wakeup game. Don’t wanna hear about Ken vs Ken, online guessin’ but even with that I’ll live.

He could make a basic/advanced option select vid (sggk, guard jump, s.j option select, etc)

although I believe for the vast majority of US players are better off learning how to play better basic defense then using advanced option selects at this point.

Also the advanced option selects require advanced knowledge of game mechanics and knowledge of specific situations. This would require Metric to spend quite a bit of time explaining game mechanics.

Hell Metric if your are going to make a vid make an english version of that one Japanese vid that explained all the different game mechanics. (charging, partitioning, mashing, etc)

As a Makoto main I cannot agree with this statement… Sorry

Would be nice Metric if you could also mention how time is such a huge factor in this game unlike in others (delaying stuff and shit, time=distance)
By tomorrow I’ll have all the footage for my vid completed, i’ll try to learn how to use sony vegas and give ya all the link set on private so I can fix or change some things

bleh, I think DED is 10x more useful than SGGK. I don’t even see a lot of people use crouch tech these days anyway

Don’t think like that. These videos are excellent. You don’t know how much you might help a newer player understand the game and you help yourself remember these things.

Some ideas [examples are with ken but can apply to any character]

Baiting:
Baiting throws
ex) c.lk - step back - c.mp confirm
If he throw whiffs, BAM he eats a sa3
If he option select crouch techs, BAM he still eats a sa3

Baiting parrys
Baiting red parrys
ex) If he gets used to red parrying high after the first hit of c.lk c.lp clk or s.mp s.hp target combo, then step back after the first normal and confirm into your favorite punish

Baiting attacks
ex) You see at mid-distance that this shoto really likes throwing out c.mk and buffering into whatever, hoping you’ll dash in or step forward
You can punish by counterpoking into sa3 or just raw sa3 when you see them whiff.

ex) You notice certain attack patterns, that are reversible in only 1-2 frames. Since you know that it might come when you see the start of the block string, you’re already doing the super motion during the block stun and you’re ready to sa3 when you see the attack. Instead of guess parrying a block string, just wait until you see an normal that’s reversible. There are so many attacks in this game that are unsafe vs certain characters but you’re rarely fast enough to react to them unless you’re prepared for it. I rarely see yun’s f.mk, ken’s s.hk, or most of urien’s normals punished on block because of this reason. Low risk, high reward.

Wakeup:
Wakeup speeds based on character
Crossup dash through quick stands on certain characters [like dudley/twins]
Fake-crossup on wakeup and on quick stand

Option selects:
These are so important and can really apply to any fighting game and there’s tons of videos out there already explaining it. I think the challenge is making it straightforward in the context of 3s with solid examples.

DED:
I’ve used this in so many matches that some people have thought that I’m Alakazam IRL.

you’ve got your subject, talk about wake up !