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446 people enjoy thinking they're smarter than other people because they don't throw out combos against someone who is blocking. . . Like any person would.
MIND GAMES HIGH LEVEL 2D FIGHTER GAMEPLAY WOOOOAH SO ADVANCED SO MINDBOGGLING HOW IS IT DONE??????
Haha, for someone being sarcastic on the intelligence of others you're not too bright yourself. :-)
Hit-confirm isn't telling people not to keep using combos against someone blocking. It's about the combos allowing for hit-confirm themselves. Some combos will not give you time to react to whether or not they are blocking if you would like to pull off the combo itself, hence why combos with a higher degree of hit-confirm are far safer since you have time to react.
Haha, for someone being sarcastic on the intelligence of others you're not too bright yourself. :-)
Hit-confirm isn't telling people not to keep using combos against someone blocking. It's about the combos allowing for hit-confirm themselves. Some combos will not give you time to react to whether or not they are blocking if you would like to pull off the combo itself, hence why combos with a higher degree of hit-confirm are far safer since you have time to react.
Haha, for someone being sarcastic on the intelligence of others you're not too bright yourself. :-)
Hit-confirm isn't telling people not to keep using combos against someone blocking. It's about the combos allowing for hit-confirm themselves. Some combos will not give you time to react to whether or not they are blocking if you would like to pull off the combo itself, hence why combos with a higher degree of hit-confirm are far safer since you have time to react.
@phukyu345 Funny thing is you would have to be looking for videos to get better at SF to find this. 1. You are a sad person who can't take a lose in SF and wont put the time in to get better. 2. You are a 0/10 troll. Now i could add a 3rd one saying you are just a MK fanboy, but in this case you would have had to look for this video. I do hope MK9 will be a good fighter because i only want the scene to grow. Yet sad trolls stop this by "trying" to bash the other fighters.
@CabooseHK hahah no you really dont have to be lookin for street fighter to find this i was looking at fighting games as you can see in the "tags" bar it says both of those words haha i can take a loss im negative a lot on marvel vs capcom lol just stfu its a played out game an i havnt played street fighter since the played out bullshit with fireballs bak an forth its the same thing every time they make a new one no good story mode or any thing but the SAME GAME lol so suk on my ballsbitch
@phukyu345 So Number one was right! A good Story mode in a fighter really? If that's what you want you will never find it. Sounds like you got beat by a ton of Ryu's and Ken's that only knew how to spam and you couldn't get out of the corner. It is also not the same game. The same meaning nothing was changed. Yet the games have been changed new nerfs, buffs, and ,overall how it plays. Also played out where the fuck did that come from? It is played so much because it pulls off a good game.
@CabooseHK Also if you look for any of those tags that say "fighting" or many of the sf tags. You will not see this video even close to the first page. Also before you make yourself look even more like a fool and say "that i was looking for something else" You said "fighting games" no going back in time to change that. One more thing you have "amazing" selling and grammar. It really makes it look like you know what you are talking about and not sound like a 15 year old. Well done Sir!
@JagerXIII It's a kara-ultra. You basically do an ex dash punch and as soon as you absorb the first hit, input the ultra and it'll activate the ultra.
@quoshon100 tick throw is when you grab them just as block stun ends. so if you jab twice, im not sure recovery, but its only a few frames usually. you would stop attacking and just hit LP+LK. theres no special input or anything. advanced techniques can let you option select for throw guards or throws on whiffs/blocks, etc, but for basic tick throw, stop your combo/block string and just hit throw
oooooooohhhh. so its like, throwing out some jabs(or similarily fast/safe moves), until your mind knows you've hit the opponent, and THEN going for the big combo. okay, that makes sense.
@ThisJustOne Your ONE sentence explains hit-confirming better than that entire video. Though the video does go into more detail on WHY you should hit-confirm and WHEN you don't need to.
Thank god... I learned about Hit Confirming, and now moving on to Option Selects!... Lol you don't know how much I just had a new love for my Abel/Makoto
I already know everything i saw in this video, but its smoothly explained to anyone who dosent know about confirming, and i recommend this to every street fighter noobie. Props man
damage scaling cuts down on the damage done by a move later in a combo sequence. this is for the purpose of discouraging super long combos If you lookat one of seth's 20-30 hit combos, you'll see that around hit 15, the health bar barely moves
so when i see the hit "spark" appear after the first hit, whether hit or block, it would be ok to make the second attack IMMEDIATELY or wait a bit then press my second attack?
DUDE MAN THANKS ALOT WITH ALL THESE VIDEOS!! THAT WAS PROP. MY BIGGEST FALL HIT CONFIRMATION! EVEN ALL YOUR OTHER VIDEOS HELPED MY LEARN SO MANY OTHER COMBOS WITH AKUMA!!
From 1:42 till 1:48 can you tell me what happened exactly or how to do that? I wanted to main Akuma but i never played a street fighter game before and i don't want to play Ryu cause well everyone plays ryu and i want to be a little different and i want to learn stuff like that combo but i don't know how to do any of those moves
This was EXCELLENTLY done. I've been playing fighting games for years and although I've already learnt this through battle, you've done BEAUTIFULLY in illustrating the theory. You've not only shown how, you've shown when; Fight science and it's applicable context. As a fighter, I can't salute you enough. Well done, sir.
Obviously 3 ppl hit-confirm when they shouldn't and 2 just can't do it at all. :-p
@fliperotchy Better to have do SURE 300 dmg than to go for a "hail-mary" 450 dmg combo that you're NOT sure of and make things worse. "A bird in the hand..." as they say. Besides, if you miss, you'll end up wishing FOR damage scaling, lol.
As for your meter, use your discretion. If you're a round up and can go for the kill, I say do it. If things look bad, better to do SURE dmg and build your meter than to take a stupid risk and sabotage a potential comeback.
in the first example w/ akuma you said the one on the left didn't hit confirm but the one on the right did, but it looks like they both did the same thing: a jump in MK or HK i'm not sure which. what makes it different? the hits that follow? or is it just a mental thing?
@hxzxxl They both do the same intial attack (Demon Flip into dive kick), but the guy on the right follows up by hit-confirming a few crouching jabs, BEFORE finishing up with Tatsu > Shoryuken. The guy on the left instead goes for a standing HP > Tatsu > Shoryuken, which does more damage, but is not as safe and could be punished if blocked.
Good shit man, you explained it in a way I could understand. Of course like you said, too many confirming hits might ruin the combo because of the scaling. Guess it's all a matter of practice.
Hit Confrim Basically means you know you have a solid hit before starting a combo. Jump in and see a HIT. If you have that hit, then going into a combo. If you see its blocked, then you should not follow through with longer combo. Jumping HK to block, Crouch SP to CONFIRM you have NO hit (so dont do something that wont leave you open like a tatsu or shoryken). If you Crouch SP and it hits, follow through with combo looking for max damage moves. Best Example is the Akuma Hit confirm at 2:07
to any1 who still doesn't get what hit confirmation is
basically u use normals as the start of or continuance of your combo, keeping in mind that u are looking 2 see if they are hitting your opponent. if they are hitting then u continue with more attacks. if they are blocking then u should react accordingly (block, throw, FADC).
Akuma on right: Uses three cr.jabs after jumping kick. Blocked = block string. Hit = hit confirm (if mentally prepared combo follows). He has successfully hit confirmed because his jabs now allow him to perform the prepared combo.
Akuma on left: Doesn't try to see where opponent is blocking and goes straight to prepared combo. Him not using normals doesn't confirm his combo.
Why on earth are people not getting these tutorials? OH I KNOW.. they haven't played SF4 enough to understand the video. The VIDEO gives an ANSWER to a question that comes up when playing. "How do you know when to execute a special?" Well the obvious answer is "I perform block strings. When one of the block strings hits and ive enough mental preparation, I perform it." This VIDEO doesn't help anyone who hasnt had the QUESTION occur to them during regular gaming.
If you can't understand what a hit confirm is after watching this video, you should take some time to really take a step back and learn the basics of this game.
Hey man great videos as always I love your straightforward explanations and lack of unnecessary commentary that is done in others tutorials.
While this tutorial is excellent for beginners I believe it's also crucial to intermediate players(me), and experts to always go back to and review if they haven't been doing so already. My reason for this is that sometimes I see really good players do unnecessary hit confirms which is exactly what you point out here.
@lordofultima Hitconfirming is just using other attacks giving youself more time to think and know if it's being blocked or actually hitting. Here's a BlazBlue example. Ragna dashes up and does 2A 5B 2B 3C if the 2B connects he'll go from the 3C into full damage combo but if it doesn't he'll jump cancel the 3C for more mixup. and the 2A and 5B are just blockstring filler, if either of those connect you go into a combo as well.
I'll explain it to you without using a fancy video:
Hit confirming is simply using a hit string to link into special moves, instead of jumping in and using one move to link into a special move.
This allows more time to react to your opponent.
If your hit string is blocked, you'll be able to react and not continue into your special move (where you'll be punished). If you didn't hit confirm, you'd throw out a random blocked, punishable special.
@vnano dumbass, it means against especially human opponents, instead of going for hard punches or medium punches, go for jabs, so that between 1-3 jabs if there is a confirmed hit u can quickly link into special moves, and you are in a position to react faster. Just watch a tournament match-up and see how jabs are more often used unless u are certain of the opponent's mistake and thats where there is no use for jabs as u want to go more less hits and max damage.
Hit confirm is basically doing a couple of light attacks before something else (eg a dragon punch). If you see them block the two light attacks, throw them instead. If you notice the light attacks are connecting, then cancel into special, super or whatever.
@Zero1Zero1 WRONG. Hit-Confirming is doing safe attacks in a string which gives you enough time to make sure that you can go on with the combo. In example: Yun in SFIII 3s has s.MP into s.LP. A link with one Middle and one Light Punch. If the first hit connects, you can follow up the s.LP with a qcf.LP.
Light punches don't have anything to do with it. It's about safe beginnings so you can confirm if the "unsafe" attacks will hit or not.
Ok, well the thing is I only play Super Turbo, and there isn't much in the way of hit confirms there aside from mostly light attacks as the stronger ones push the characters out of range, or happen so fast that it's hard to confirm (ST is a lot faster than 3S). That and the combo engine isn't as lenient as SF3 or SF4, so you are also limited in that respect (hit confirms with light attacks in ST require special cancels where in other games you just link the super after the normal)
@Zero1Zero1 That doesn't make your statement true though. Hit-Confirming is not a ST or 3s-exclusive term. It's legit for every beat em up, may it be KoF98, Breakers Revenge or Guilty Gear(Johnny P, S, Mist Cancel anyone?)
@vnano go learn english. hit confirm. confirming a hit. does it require that much brain cells to understand? confirming a hit is dependant on your reaction time, someone like daigo or kokujin can hit confirm from one medium kick. noobs probably need a longer chain before they are able to process whether they should continue on to a super or stop.
@vnano If you hit, then you don't go straight into a risky attack (which might be more powerful), instead you use a less risky attack which still combos. This gives you more time to think and see his reaction: if he blocks it, you can still run away before he counterattacks, but if he isn't blocking it, you're free to continue comboing him...
@vnano Hit confirming is using light attacks to test that you're actually hitting your opponents before you attempt to combo into highly damaging and unsafe moves which, if they get blocked, would open you up to getting counter attacked. The issue is that human reaction time is on the order of 1/5th of a second, and it might take longer than that to make a decision, so you're trying to give yourself more time to make the decision as to which move to use next.
Highly educating videos with good style. I really like the idea since you go over difficult fundamentals in a relatively short amount of time. What i like more is the short time and the well constructed way you put things. Anyways, what i am trying to get to is short: Good job.
One of my biggest problems is when I go for a cross up and continue the string when I land, I get thrown out all the time, is my jump in's not deep enough? What Training tricks can I use to condition my self to not mess up a block string on jump ins so I don't get randomly thrown out.
I've played street fighter for years and I never did this simply because NO ONE ever took me aside (on forums, etc) to explain what hit confirming was. This is very informative.
the only time you would hit confirm after an opponent has for example whiffed a heavy shoryuken (as shown in your video) is when using a charge chartacter. you may need to hit confirm to give yourself time for a charge....
example, balrog is standing and blockeds a shoryuken near the end of the round, he would then need to crouching jab jab short (to load the down charge) headbutt > ultra
Great vid. The only "rule of thumb" is use a jab/short string YOU yourself can react and combo CONSISTENTLY from =)
1 jab is hard to react (for those of us with godly reaction times), 2 jab is the norm, 3 is great but do keep in mind that damage scaling will reduce the damage for 3-jab-hit-confirmed combos.
Also with 3 jab-confirms the opponent might be too far away from the block-pushback and your next link/combo might whiff.
LordofUltima....dude... I think u are like freakin' awesome! It's great that you spend ALL of this time to create these DETAILED videos... Keep up the good work! very benefitial for Gouki players like myself.
HOLY COW! absolutely love this short 3 minute video. I also had trouble elaborating this video the first time I watched it, because I was focusing on the video 70% of the time and only listening/being in awe with your combos the remaining 30%. I usually copy people's combo and not really learn why they start it out with a jab. Very informational.
@shinakuma9 You're not linking the jabs, the last jab in the combo has to be linked, so you're probably hitting it too fast. If it's chained you can't cancel into LK Tatsu.
If you don't rely on hit confirms for combos (not talking about the failkids that just mash jaband do nothing after it, they don't hit confirm.) you'll whiff many more shoryukens than you'll find you want. Meaning i'll most probably beat you, just punishing all of them.
I know but a simple 5 second explanation is all you need to understand. You don't need a 3 minute video to say "jab combos are the safest method"... :p anyways...
This comment has received too many negative votesshow
I'll post it on shoryuken and it will get watched lol but there's no need cause the basic explanation is already explained. "juse use jab for combos like everyone does in tournaments".
@acidglow Your comments here mis-inform. Not every characters best normals are jabs, Abel for instance has some tough links which involve step kick and fierce.
Also, simply doing combos with jabs does not make them hit-confirms. Perhaps 3 minutes is not enough, and we should do a 30 minute tutorial instead?
hey i use a controller unfortunatley and i was wondering about the cross up fireball and if there is an easier way to do it also if i was to get a pad for 360 which should i get? and for the air tatsu do i put in the command at the peak of my jump foward?
@lxoquendo For cross-up fireball, I just jump, then do fireball. You can use tigerknee shortcuts as well, but I find them not as precise. D, DF, F, UF, F + PUNCH
The Cross-up Tatsu is hard to say, just practice man. All about feeling.
i can not for the life of me link two or more c.lp into a lk tatsu. i can do one and then the tatsu just fine, but if i try to do two or three like you did in the video it just will not happen. whats going on?
@dhocke You're chaining them and not linking. The jabs are easy to mess up if you don't have a rhythm for them, the last jab in a string before the LK tatsu needs to be linked, so you probably have to slow it down a bit.
Damage scales per hit. If you use a bunch light attacks to hit confirm into a special when you know you have an opportunity to start a combo with a heavier normal, you are wasting the potential damage you can deal.
Take a good look at the attack data displayed on the screen when he makes the comparisons.
@goldenbalz Option Selects are definitely on the menu, way ahead of you.
Damage scales back in percentages, the more hits added to larger percentage of scaling, thus starting off with multiple light attacks make the following special moves do less damage and nerf the combo.
Dude. This vid helped. Thanks man!
Crestache 1 month ago
I need to train on the cancels
robinekenberg 1 month ago
You just helped me understand so much in 3 mins! :D
xXRosaOscuraXx 1 month ago
Wonderful, quick and simple! Thanks! :)
graaena 1 month ago
спасибо, кэп
mastergenesys 1 month ago
Someone help me. Im just not quick enough to initiate any combos whatsoever :-( i need help!!
Nazzz28 1 month ago
good stuff man. this is going to help out a lot...of course its not like im a huge sf enthusiast though...
reyco1987 2 months ago
This has been flagged as spam show
any 1 wanna play me im good my psn is cold-br33z3--
marquise705 4 months ago
I fee like I am at school I am taking notes and shit!!! I am such a nerd! =)
Dukeofyork123 4 months ago
6 and more in the future. That is the number of people who didn't hit confirm and got punished. Hard.
Textrosity 5 months ago
This comment has received too many negative votes show
446 people enjoy thinking they're smarter than other people because they don't throw out combos against someone who is blocking. . . Like any person would.
MIND GAMES HIGH LEVEL 2D FIGHTER GAMEPLAY WOOOOAH SO ADVANCED SO MINDBOGGLING HOW IS IT DONE??????
Stikku 6 months ago
@Stikku i find your comment very personal and unintelligent.
TheBrinjal 5 months ago
@Stikku
Haha, for someone being sarcastic on the intelligence of others you're not too bright yourself. :-)
Hit-confirm isn't telling people not to keep using combos against someone blocking. It's about the combos allowing for hit-confirm themselves. Some combos will not give you time to react to whether or not they are blocking if you would like to pull off the combo itself, hence why combos with a higher degree of hit-confirm are far safer since you have time to react.
powerfury 5 months ago
This has been flagged as spam show
@Stikku
Haha, for someone being sarcastic on the intelligence of others you're not too bright yourself. :-)
Hit-confirm isn't telling people not to keep using combos against someone blocking. It's about the combos allowing for hit-confirm themselves. Some combos will not give you time to react to whether or not they are blocking if you would like to pull off the combo itself, hence why combos with a higher degree of hit-confirm are far safer since you have time to react.
powerfury 5 months ago
This has been flagged as spam show
@Stikku
Haha, for someone being sarcastic on the intelligence of others you're not too bright yourself. :-)
Hit-confirm isn't telling people not to keep using combos against someone blocking. It's about the combos allowing for hit-confirm themselves. Some combos will not give you time to react to whether or not they are blocking if you would like to pull off the combo itself, hence why combos with a higher degree of hit-confirm are far safer since you have time to react.
powerfury 5 months ago
nice vid bro
waynesanz 6 months ago
Comment removed
Sosozanyway 6 months ago
@Sosozanyway You can't define something with the word or phrase you're attempting to define. Silly pants!
lordofultima 6 months ago
@lordofultima yes I realized that after I posted it. Stupid post I apologize.
Sosozanyway 6 months ago
You play on PC? The low settings on PC actually look kinda nice
RodmanIsASadPanda 6 months ago
Love those Akuma combos.
Seigfreid 7 months ago
at 1:34 u air tatsu then sweep ryu? i thought it isnt possible to tatsu sweep ryu nor ken and so on
CTmetaCT 7 months ago
@CTmetaCT Only from his ground l.tatsu, you can sweep after an air tatsu on anyone.
Sosozanyway 6 months ago
beautiful.
Gawernator 7 months ago
Im a noob despite playing SSF4 since it came out. I dont have time to learn all these things on my own, so these videos come in handy. Thanks.
Aadonis219 8 months ago
this is such a great video, i show it to everyone starting out in street fighter. release more stuff!~
exaltedsky 8 months ago
I get it. It's spacing special attacks with punches and kicks to react to different situations. Awesome
tazer95 8 months ago
very informative
katamari84 9 months ago
wow these are great explanations thanks
patpatparuupat 10 months ago
love the transition with ryu and kens Ex Tatsumaki xD
nekosama23 10 months ago
guess what street fight fucks
mortal kombat is comin out an its gonna shit on your party
phukyu345 11 months ago
@phukyu345 Funny thing is you would have to be looking for videos to get better at SF to find this. 1. You are a sad person who can't take a lose in SF and wont put the time in to get better. 2. You are a 0/10 troll. Now i could add a 3rd one saying you are just a MK fanboy, but in this case you would have had to look for this video. I do hope MK9 will be a good fighter because i only want the scene to grow. Yet sad trolls stop this by "trying" to bash the other fighters.
CabooseHK 10 months ago
@CabooseHK hahah no you really dont have to be lookin for street fighter to find this i was looking at fighting games as you can see in the "tags" bar it says both of those words haha i can take a loss im negative a lot on marvel vs capcom lol just stfu its a played out game an i havnt played street fighter since the played out bullshit with fireballs bak an forth its the same thing every time they make a new one no good story mode or any thing but the SAME GAME lol so suk on my ballsbitch
phukyu345 10 months ago
@phukyu345 So Number one was right! A good Story mode in a fighter really? If that's what you want you will never find it. Sounds like you got beat by a ton of Ryu's and Ken's that only knew how to spam and you couldn't get out of the corner. It is also not the same game. The same meaning nothing was changed. Yet the games have been changed new nerfs, buffs, and ,overall how it plays. Also played out where the fuck did that come from? It is played so much because it pulls off a good game.
CabooseHK 10 months ago
@CabooseHK Also if you look for any of those tags that say "fighting" or many of the sf tags. You will not see this video even close to the first page. Also before you make yourself look even more like a fool and say "that i was looking for something else" You said "fighting games" no going back in time to change that. One more thing you have "amazing" selling and grammar. It really makes it look like you know what you are talking about and not sound like a 15 year old. Well done Sir!
CabooseHK 10 months ago
@phukyu345
...and why can't people play both?
TheApatheticGuy 10 months ago 2
@TheApatheticGuy explain the part where i said you couldnt play it or the part where i said you couldnt play both lol
fukin idiot
phukyu345 10 months ago
@phukyu345
Seemed like you were promoting some sort of superiority of MK over Street Fighter.
Also, there's really no reason to be so rude here. Sheesh.
TheApatheticGuy 10 months ago
This totally helped me improve my game, just one noobish question..
How did you do that tech to ultra with balrog? O.O
JagerXIII 11 months ago
@JagerXIII It's a kara-ultra. You basically do an ex dash punch and as soon as you absorb the first hit, input the ultra and it'll activate the ultra.
k3ntris 11 months ago
This has been flagged as spam show
Perfect video! Ty!
thirsbecho 11 months ago
Perfect video! ty!
thirsbecho 11 months ago
what is akumas tick throw or do i just grab
quoshon100 11 months ago
@quoshon100 tick throw is when you grab them just as block stun ends. so if you jab twice, im not sure recovery, but its only a few frames usually. you would stop attacking and just hit LP+LK. theres no special input or anything. advanced techniques can let you option select for throw guards or throws on whiffs/blocks, etc, but for basic tick throw, stop your combo/block string and just hit throw
TheKirbyMorph 11 months ago
brutal. i need to stop smoking weed when i play fighters. altho this has kinda helped me in mvc3. yay amaterasu.
mrtekbunny 11 months ago
Man compared to me you are GOD in this game
DarkAdonis123 1 year ago
oooooooohhhh. so its like, throwing out some jabs(or similarily fast/safe moves), until your mind knows you've hit the opponent, and THEN going for the big combo. okay, that makes sense.
ThisJustOne 1 year ago 2
@ThisJustOne Your ONE sentence explains hit-confirming better than that entire video. Though the video does go into more detail on WHY you should hit-confirm and WHEN you don't need to.
CanadaRedBear 1 year ago
Thank god... I learned about Hit Confirming, and now moving on to Option Selects!... Lol you don't know how much I just had a new love for my Abel/Makoto
SargeIsy0Daddy 1 year ago
nice explanation
mushdog 1 year ago
I already know everything i saw in this video, but its smoothly explained to anyone who dosent know about confirming, and i recommend this to every street fighter noobie. Props man
Madeen 1 year ago
damage scaling cuts down on the damage done by a move later in a combo sequence. this is for the purpose of discouraging super long combos If you lookat one of seth's 20-30 hit combos, you'll see that around hit 15, the health bar barely moves
tyreeq 1 year ago
Comment removed
flyoutaxeles 1 year ago
so when i see the hit "spark" appear after the first hit, whether hit or block, it would be ok to make the second attack IMMEDIATELY or wait a bit then press my second attack?
flyoutaxeles 1 year ago
What exactly is damage scaling?
Wouldn't a hit confirm combo result in more damage since you're doing the same regular combo just with some extra jabs?
damadhatter 1 year ago
DUDE MAN THANKS ALOT WITH ALL THESE VIDEOS!! THAT WAS PROP. MY BIGGEST FALL HIT CONFIRMATION! EVEN ALL YOUR OTHER VIDEOS HELPED MY LEARN SO MANY OTHER COMBOS WITH AKUMA!!
THANKS ALOT KEEP MAKING MORE!
MaDNeSs0051 1 year ago
From 1:42 till 1:48 can you tell me what happened exactly or how to do that? I wanted to main Akuma but i never played a street fighter game before and i don't want to play Ryu cause well everyone plays ryu and i want to be a little different and i want to learn stuff like that combo but i don't know how to do any of those moves
piplup10203854 1 year ago
This was EXCELLENTLY done. I've been playing fighting games for years and although I've already learnt this through battle, you've done BEAUTIFULLY in illustrating the theory. You've not only shown how, you've shown when; Fight science and it's applicable context. As a fighter, I can't salute you enough. Well done, sir.
Obviously 3 ppl hit-confirm when they shouldn't and 2 just can't do it at all. :-p
kevaughn69 1 year ago
Perfect video. Keepin it classy.
brankeithwats 1 year ago
you sir, are a delight
alltrades360 1 year ago
with hit conforming, isn't the damage scaled more?
and is it worth it to build meter and not get the damage, or get the damage (albeit risky) in a 3 hit combo?
fliperotchy 1 year ago
@fliperotchy Better to have do SURE 300 dmg than to go for a "hail-mary" 450 dmg combo that you're NOT sure of and make things worse. "A bird in the hand..." as they say. Besides, if you miss, you'll end up wishing FOR damage scaling, lol.
As for your meter, use your discretion. If you're a round up and can go for the kill, I say do it. If things look bad, better to do SURE dmg and build your meter than to take a stupid risk and sabotage a potential comeback.
Still, nothing ventured... :-p
kevaughn69 1 year ago
I'm buddies WestAB, he sent me over here for this vid. Good stuff man. Keep it up.
dreamorigami 1 year ago
this guy makes me want to pick up akuma again at the end...
beastb83 1 year ago
in the first example w/ akuma you said the one on the left didn't hit confirm but the one on the right did, but it looks like they both did the same thing: a jump in MK or HK i'm not sure which. what makes it different? the hits that follow? or is it just a mental thing?
hxzxxl 1 year ago
@hxzxxl They both do the same intial attack (Demon Flip into dive kick), but the guy on the right follows up by hit-confirming a few crouching jabs, BEFORE finishing up with Tatsu > Shoryuken. The guy on the left instead goes for a standing HP > Tatsu > Shoryuken, which does more damage, but is not as safe and could be punished if blocked.
protodevilin 1 year ago
Good shit man, you explained it in a way I could understand. Of course like you said, too many confirming hits might ruin the combo because of the scaling. Guess it's all a matter of practice.
Otacon237 1 year ago
@Otacon237 yeah man took the words right outta my mouth.
ShadowFiendIsHere 1 year ago
Dude you are awesome, period.
geoprimus 1 year ago
great vids bro need some 3 minute funamentals.
wiseguy310 1 year ago
i don't think Bison got through that fireball.
nitrocan 1 year ago
@nitrocan he sure did, I would know. I edited it!
lordofultima 1 year ago 18
@lordofultima
Sorry about that, I paused the video at that moment and it looked like he was getting hit to me.
nitrocan 1 year ago
so when you hit confirm you basicaly throw in an extra jab so you can see if you can get the combo out ? im kinda confused with this
killerdesouza 1 year ago
Thanks for the explanation lordofultima, it was very helpful! :]
Ktnmoo 1 year ago
Hit Confrim Basically means you know you have a solid hit before starting a combo. Jump in and see a HIT. If you have that hit, then going into a combo. If you see its blocked, then you should not follow through with longer combo. Jumping HK to block, Crouch SP to CONFIRM you have NO hit (so dont do something that wont leave you open like a tatsu or shoryken). If you Crouch SP and it hits, follow through with combo looking for max damage moves. Best Example is the Akuma Hit confirm at 2:07
drcmessiah 1 year ago
to any1 who still doesn't get what hit confirmation is
basically u use normals as the start of or continuance of your combo, keeping in mind that u are looking 2 see if they are hitting your opponent. if they are hitting then u continue with more attacks. if they are blocking then u should react accordingly (block, throw, FADC).
darksidehavok 1 year ago
What's being explained:
Akuma on right: Uses three cr.jabs after jumping kick. Blocked = block string. Hit = hit confirm (if mentally prepared combo follows). He has successfully hit confirmed because his jabs now allow him to perform the prepared combo.
Akuma on left: Doesn't try to see where opponent is blocking and goes straight to prepared combo. Him not using normals doesn't confirm his combo.
xxAsteriskxx 1 year ago
Why on earth are people not getting these tutorials? OH I KNOW.. they haven't played SF4 enough to understand the video. The VIDEO gives an ANSWER to a question that comes up when playing. "How do you know when to execute a special?" Well the obvious answer is "I perform block strings. When one of the block strings hits and ive enough mental preparation, I perform it." This VIDEO doesn't help anyone who hasnt had the QUESTION occur to them during regular gaming.
charmer4you 1 year ago
great explanation, thanks!
synemon 1 year ago
makes sense, it kinda made it it more easy for me to understand wuht im doing lol thanks for uploading!
halonight0 1 year ago
@ lordofultima
So jabs are basically the best method for hit confirming, because they're also the best combo starters, right?
Li1190 1 year ago
@Li1190 Yes but also because it doesn't have a lot of recovery time and it can't be punished very easily if blocked.
thoraxe5000 1 year ago
If you can't understand what a hit confirm is after watching this video, you should take some time to really take a step back and learn the basics of this game.
iBashTV 1 year ago 3
It's said to take 10,000 hours of practice to master any advanced form of art, nice video though.
Ravenex2 1 year ago
Hey man great videos as always I love your straightforward explanations and lack of unnecessary commentary that is done in others tutorials.
While this tutorial is excellent for beginners I believe it's also crucial to intermediate players(me), and experts to always go back to and review if they haven't been doing so already. My reason for this is that sometimes I see really good players do unnecessary hit confirms which is exactly what you point out here.
yoshikirby 1 year ago
Oh THAT'S a hit confirm?
Ha, I've been doing that all along.
*whew* That's good. The Option Select and Plinking took quite some time to understand.
Travelsbyshfflc 1 year ago
these are some awesome tutorials. I'm impressed
ThePredster 1 year ago
This comment has received too many negative votes show
I still dont know what a hit confirm is after watching this. Or what I should look for. Make a new video.
vnano 1 year ago
@vnano Then I don't know what to tell you, there's no way it can be more simply explained.
lordofultima 1 year ago 66
@lordofultima
TL;DR: Game sucks.
DillaWorld 1 year ago
@lordofultima Hitconfirming is just using other attacks giving youself more time to think and know if it's being blocked or actually hitting. Here's a BlazBlue example. Ragna dashes up and does 2A 5B 2B 3C if the 2B connects he'll go from the 3C into full damage combo but if it doesn't he'll jump cancel the 3C for more mixup. and the 2A and 5B are just blockstring filler, if either of those connect you go into a combo as well.
GirugameshNoize 1 year ago
@vnano
I'll explain it to you without using a fancy video:
Hit confirming is simply using a hit string to link into special moves, instead of jumping in and using one move to link into a special move.
This allows more time to react to your opponent.
If your hit string is blocked, you'll be able to react and not continue into your special move (where you'll be punished). If you didn't hit confirm, you'd throw out a random blocked, punishable special.
Jebusjoose 1 year ago
@Jebusjoose Ahaaaa. Thanks ^^
vnano 1 year ago
@vnano dumbass, it means against especially human opponents, instead of going for hard punches or medium punches, go for jabs, so that between 1-3 jabs if there is a confirmed hit u can quickly link into special moves, and you are in a position to react faster. Just watch a tournament match-up and see how jabs are more often used unless u are certain of the opponent's mistake and thats where there is no use for jabs as u want to go more less hits and max damage.
bryanleeyf87 1 year ago
@bryanleeyf87 You wrote all that for someone that doesnt care? Good work boy.
vnano 1 year ago
@vnano
what i get watching this...
to put it simple, when you attack 2 things happens:
you hit or you get blocked
hit confirm is knowing when you hit, so you can do combos, and not to do them when you are blocked or you'll get countered.
so... you must do small jabs to link combos, if you hit, you go for a big combo, if blocked you do something else.
the 0:35 example shows this perfectly
Rotsch006 1 year ago
@vnano
Hit confirm is basically doing a couple of light attacks before something else (eg a dragon punch). If you see them block the two light attacks, throw them instead. If you notice the light attacks are connecting, then cancel into special, super or whatever.
Zero1Zero1 1 year ago
@Zero1Zero1 WRONG. Hit-Confirming is doing safe attacks in a string which gives you enough time to make sure that you can go on with the combo. In example: Yun in SFIII 3s has s.MP into s.LP. A link with one Middle and one Light Punch. If the first hit connects, you can follow up the s.LP with a qcf.LP.
Light punches don't have anything to do with it. It's about safe beginnings so you can confirm if the "unsafe" attacks will hit or not.
Schweinsedge 1 year ago
@Schweinsedge
Ok, well the thing is I only play Super Turbo, and there isn't much in the way of hit confirms there aside from mostly light attacks as the stronger ones push the characters out of range, or happen so fast that it's hard to confirm (ST is a lot faster than 3S). That and the combo engine isn't as lenient as SF3 or SF4, so you are also limited in that respect (hit confirms with light attacks in ST require special cancels where in other games you just link the super after the normal)
Zero1Zero1 1 year ago
@Zero1Zero1 That doesn't make your statement true though. Hit-Confirming is not a ST or 3s-exclusive term. It's legit for every beat em up, may it be KoF98, Breakers Revenge or Guilty Gear(Johnny P, S, Mist Cancel anyone?)
Schweinsedge 1 year ago
@Schweinsedge
Did I say it makes my statement true? No, I just stated I play ST and that's why my explanation of it was a bit tunnel visioned.
Zero1Zero1 1 year ago
@vnano go learn english. hit confirm. confirming a hit. does it require that much brain cells to understand? confirming a hit is dependant on your reaction time, someone like daigo or kokujin can hit confirm from one medium kick. noobs probably need a longer chain before they are able to process whether they should continue on to a super or stop.
lupinyonsei 1 year ago
@lupinyonsei Eh? Has anyone really been far as decided to use,even go want to do look more like?
vnano 1 year ago
@vnano shut up
lupinyonsei 1 year ago
@vnano If you hit, then you don't go straight into a risky attack (which might be more powerful), instead you use a less risky attack which still combos. This gives you more time to think and see his reaction: if he blocks it, you can still run away before he counterattacks, but if he isn't blocking it, you're free to continue comboing him...
jamduke 9 months ago
@vnano then maybe your an idiot?
Tmathh 8 months ago
@vnano Hit confirming is using light attacks to test that you're actually hitting your opponents before you attempt to combo into highly damaging and unsafe moves which, if they get blocked, would open you up to getting counter attacked. The issue is that human reaction time is on the order of 1/5th of a second, and it might take longer than that to make a decision, so you're trying to give yourself more time to make the decision as to which move to use next.
shaktazuki 8 months ago 2
this should be called 3-minute and 17 secs fundamentals
9fuckin11 1 year ago
Thank you for these guides they are very helpful to beginner like me!
SethSquall 1 year ago
astounding video quality man! good stuff
GardioxNebilim 1 year ago
this is a fantastic video man
Merknilash 1 year ago
Highly educating videos with good style. I really like the idea since you go over difficult fundamentals in a relatively short amount of time. What i like more is the short time and the well constructed way you put things. Anyways, what i am trying to get to is short: Good job.
1ceClimber 1 year ago 2
ty man
DOOKITdookit 1 year ago
Awesome vid dude.
darktee 1 year ago
Such a helpful video for a noob like me. Thanks a million!
irpacynot 1 year ago
One of my biggest problems is when I go for a cross up and continue the string when I land, I get thrown out all the time, is my jump in's not deep enough? What Training tricks can I use to condition my self to not mess up a block string on jump ins so I don't get randomly thrown out.
shoNuuff 1 year ago
I've played street fighter for years and I never did this simply because NO ONE ever took me aside (on forums, etc) to explain what hit confirming was. This is very informative.
MilquetoastThug 1 year ago 2
Thanks for these quick videos!
castleorange 1 year ago
i have a contribution to make...
the only time you would hit confirm after an opponent has for example whiffed a heavy shoryuken (as shown in your video) is when using a charge chartacter. you may need to hit confirm to give yourself time for a charge....
example, balrog is standing and blockeds a shoryuken near the end of the round, he would then need to crouching jab jab short (to load the down charge) headbutt > ultra
S7R31F 1 year ago
Great vid. The only "rule of thumb" is use a jab/short string YOU yourself can react and combo CONSISTENTLY from =)
1 jab is hard to react (for those of us with godly reaction times), 2 jab is the norm, 3 is great but do keep in mind that damage scaling will reduce the damage for 3-jab-hit-confirmed combos.
Also with 3 jab-confirms the opponent might be too far away from the block-pushback and your next link/combo might whiff.
ocping 1 year ago
LordofUltima....dude... I think u are like freakin' awesome! It's great that you spend ALL of this time to create these DETAILED videos... Keep up the good work! very benefitial for Gouki players like myself.
iookpareke 1 year ago
Any idea how I can hit-confirm with E. Honda?
PinkArmFlexer 1 year ago
the video quality is outstanding.
Anfmethodjor 1 year ago
this is an excellent video !
Didiplouff 1 year ago
HOLY COW! absolutely love this short 3 minute video. I also had trouble elaborating this video the first time I watched it, because I was focusing on the video 70% of the time and only listening/being in awe with your combos the remaining 30%. I usually copy people's combo and not really learn why they start it out with a jab. Very informational.
thanx Mr. Lordof ultima
jthor003 2 years ago
flagged for sexual helpness
deadmanbadass 2 years ago
Really nice Akuma combos man. Great vid as well.
SSF4ftw 2 years ago
thx:)
RoIoPo 2 years ago
good vid
DarthArma 2 years ago
5 Stars for helpfulness.
This will clear up any shrouds of mystery that people will have over what exactly hit confirming is
KosukeKGA 2 years ago
How do you time the 3 jabs to link into a tatsu, i've gotten some of the tatsus off the link but most of the time it doesnt link.
shinakuma9 2 years ago
@shinakuma9 You're not linking the jabs, the last jab in the combo has to be linked, so you're probably hitting it too fast. If it's chained you can't cancel into LK Tatsu.
lordofultima 2 years ago
can you elaborate on it more cause i have the same problem =/
indyanbigboy89 2 years ago
There's nothing to elaborate on, if your tatsu doesn't come out the jabs are too fast, if the jabs don't combo then the jabs are too slow.
lordofultima 2 years ago 2
ok your editing skills are great. love the way you did this video.
keep up the good work!
edtitus2 2 years ago
This video should be called "rely on jab for combos" cause that's what everyone does in this game.. :p
acidglow 2 years ago
@acidglow
If you don't rely on hit confirms for combos (not talking about the failkids that just mash jaband do nothing after it, they don't hit confirm.) you'll whiff many more shoryukens than you'll find you want. Meaning i'll most probably beat you, just punishing all of them.
They're necessary, and logical.
keroberus2 2 years ago
This has been flagged as spam show
I know but a simple 5 second explanation is all you need to understand. You don't need a 3 minute video to say "jab combos are the safest method"... :p anyways...
acidglow 2 years ago
Make your own video, and I bet you nobody will watch.
Ammaculate44 2 years ago
This comment has received too many negative votes show
I'll post it on shoryuken and it will get watched lol but there's no need cause the basic explanation is already explained. "juse use jab for combos like everyone does in tournaments".
acidglow 2 years ago
Then don't even show the video, just say "Use Jab," (2 second video) because either way no one will understand why.
Ammaculate44 2 years ago
@acidglow Your comments here mis-inform. Not every characters best normals are jabs, Abel for instance has some tough links which involve step kick and fierce.
Also, simply doing combos with jabs does not make them hit-confirms. Perhaps 3 minutes is not enough, and we should do a 30 minute tutorial instead?
lordofultima 2 years ago 16
Nice job, may i ask you which software you use to edit your videos please ?
Didiplouff 2 years ago
@Didiplouff Adobe After Effects CS4 and Sony Vegas Pro 8
lordofultima 2 years ago
thank you :)
Didiplouff 2 years ago
hey i use a controller unfortunatley and i was wondering about the cross up fireball and if there is an easier way to do it also if i was to get a pad for 360 which should i get? and for the air tatsu do i put in the command at the peak of my jump foward?
lxoquendo 2 years ago
@lxoquendo For cross-up fireball, I just jump, then do fireball. You can use tigerknee shortcuts as well, but I find them not as precise. D, DF, F, UF, F + PUNCH
The Cross-up Tatsu is hard to say, just practice man. All about feeling.
lordofultima 2 years ago
is there a difference between the punches? any punch that will work best?
iraqisarmad 2 years ago
@iraqisarmad For cross-up air fireball? You use Jab (Light Punch). Any other punch fireball will not hit them at all.
If you're talking about hit-confirming or in general...well. Light attacks do less damage, but come out faster and are safer on block as a result.
lordofultima 2 years ago
call me your gamepad!!
tubemasterlegend 2 years ago
@tubemasterlegend Alright, gamepad.
lordofultima 2 years ago
i mean which controller you use?
x360 or ps3 or any pc pad
tubemasterlegend 2 years ago
I use a Madcatz TE Fightstick. It's the 360 model, but it obviously works on PC as well, which is what I record my tutorials on.
lordofultima 2 years ago
Beautiful editing.
Amershot 2 years ago
if only i had that skill when i linked the HP to tatsu. i have to hit confirm cuz i still cant get that link down
xDarkBusterx 2 years ago
@xDarkBusterx DarkBuster is confused, as usual.
lordofultima 2 years ago
@xDarkBusterx
I can't tell whether you're being sarcastic or not.
keroberus2 2 years ago
@keroberus2 He's a troll who follows me around everywhere. I consider it flattery though.
lordofultima 2 years ago
You are awesome.
5/5
LiangHuBBB 2 years ago
i can not for the life of me link two or more c.lp into a lk tatsu. i can do one and then the tatsu just fine, but if i try to do two or three like you did in the video it just will not happen. whats going on?
dhocke 2 years ago
@dhocke You're chaining them and not linking. The jabs are easy to mess up if you don't have a rhythm for them, the last jab in a string before the LK tatsu needs to be linked, so you probably have to slow it down a bit.
lordofultima 2 years ago
Can't wait for more^^
Please keep up the good work!
chefrobsen 2 years ago
NIIICEEE!
You're vids as well as your production is so top notch! keep it up LoF! One day we'll meet up!
Darth48076 2 years ago
your awesome man.
I <3 these videos
marsh6486 2 years ago
Nice video thanks!
would this explain why gouken is a slightly mid- lower tier. because he cant really link his light normals to anything other then other normals.
lordyrich 2 years ago 2
THX u will help even more our community!
shiondeadpool 2 years ago
Great vid can you make one about Option Select ? also more hits = less damage what are you on about ???
goldenbalz 2 years ago
Damage scales per hit. If you use a bunch light attacks to hit confirm into a special when you know you have an opportunity to start a combo with a heavier normal, you are wasting the potential damage you can deal.
Take a good look at the attack data displayed on the screen when he makes the comparisons.
shayneboogie 2 years ago
@goldenbalz Option Selects are definitely on the menu, way ahead of you.
Damage scales back in percentages, the more hits added to larger percentage of scaling, thus starting off with multiple light attacks make the following special moves do less damage and nerf the combo.
lordofultima 2 years ago