Added: 2 years ago
From: lordofultima
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  • Dude. This vid helped. Thanks man!

  • I need to train on the cancels

  • You just helped me understand so much in 3 mins! :D

  • Wonderful, quick and simple! Thanks! :)

  • спасибо, кэп

  • Someone help me. Im just not quick enough to initiate any combos whatsoever :-( i need help!!

  • good stuff man. this is going to help out a lot...of course its not like im a huge sf enthusiast though...

  • I fee like I am at school I am taking notes and shit!!! I am such a nerd! =)

  • 6 and more in the future. That is the number of people who didn't hit confirm and got punished. Hard.

  • @Stikku i find your comment very personal and unintelligent.

  • @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.

  • nice vid bro

  • Comment removed

  • @Sosozanyway You can't define something with the word or phrase you're attempting to define. Silly pants!

  • @lordofultima yes I realized that after I posted it. Stupid post I apologize.

  • You play on PC? The low settings on PC actually look kinda nice

  • Love those Akuma combos.

  • at 1:34 u air tatsu then sweep ryu? i thought it isnt possible to tatsu sweep ryu nor ken and so on

  • @CTmetaCT Only from his ground l.tatsu, you can sweep after an air tatsu on anyone.

  • beautiful.

  • 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.

  • this is such a great video, i show it to everyone starting out in street fighter. release more stuff!~

  • I get it. It's spacing special attacks with punches and kicks to react to different situations. Awesome

  • very informative

  • wow these are great explanations thanks

  • love the transition with ryu and kens Ex Tatsumaki xD

  • guess what street fight fucks

    mortal kombat is comin out an its gonna shit on your party

  • @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!

  • @phukyu345

    ...and why can't people play both?

  • @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

    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.

  • This totally helped me improve my game, just one noobish question..

    How did you do that tech to ultra with balrog? O.O

  • @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.

  • Perfect video! ty!

  • what is akumas tick throw or do i just grab

  • @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

  • brutal. i need to stop smoking weed when i play fighters. altho this has kinda helped me in mvc3. yay amaterasu.

  • Man compared to me you are GOD in this game

  • 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

  • nice explanation

  • 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

  • Comment removed

  • 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?

  • 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?

  • 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!

  • 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

  • Perfect video. Keepin it classy.

  • you sir, are a delight

  • 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 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

  • I'm buddies WestAB, he sent me over here for this vid. Good stuff man. Keep it up.

  • this guy makes me want to pick up akuma again at the end...

  • 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.

  • @Otacon237 yeah man took the words right outta my mouth.

  • Dude you are awesome, period.

  • great vids bro need some 3 minute funamentals.

  • i don't think Bison got through that fireball.

  • @nitrocan he sure did, I would know. I edited it!

  • @lordofultima

    Sorry about that, I paused the video at that moment and it looked like he was getting hit to me.

  • 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

  • Thanks for the explanation lordofultima, it was very helpful! :]

  • 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).

  • 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.

  • 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.

  • great explanation, thanks!

  • makes sense, it kinda made it it more easy for me to understand wuht im doing lol thanks for uploading!

  • @ lordofultima

    So jabs are basically the best method for hit confirming, because they're also the best combo starters, right?

  • @Li1190 Yes but also because it doesn't have a lot of recovery time and it can't be punished very easily if blocked.

  • 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.

  • It's said to take 10,000 hours of practice to master any advanced form of art, nice video though.

  • 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.

  • 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.

  • these are some awesome tutorials. I'm impressed

  • @vnano Then I don't know what to tell you, there's no way it can be more simply explained.

  • @lordofultima

    TL;DR: Game sucks.

  • @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.

  • @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 Ahaaaa. Thanks ^^

  • @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 You wrote all that for someone that doesnt care? Good work boy.

  • @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

  • @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 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

    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?)

  • @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.

  • @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 Eh? Has anyone really been far as decided to use,even go want to do look more like?

  • @vnano shut up

  • @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 then maybe your an idiot?

  • @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.

  • this should be called 3-minute and 17 secs fundamentals

  • Thank you for these guides they are very helpful to beginner like me!

  • astounding video quality man! good stuff

  • this is a fantastic video man

  • 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.

  • ty man

  • Awesome vid dude.

  • Such a helpful video for a noob like me. Thanks a million!

  • 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.

  • Thanks for these quick videos!

  • 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

  • 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.

  • Any idea how I can hit-confirm with E. Honda?

  • the video quality is outstanding.

  • this is an excellent video !

  • 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

  • flagged for sexual helpness

  • Really nice Akuma combos man. Great vid as well.

  • thx:)

  • good vid

  • 5 Stars for helpfulness.

    This will clear up any shrouds of mystery that people will have over what exactly hit confirming is

  • 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 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.

  • can you elaborate on it more cause i have the same problem =/

  • 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.

  • ok your editing skills are great. love the way you did this video.

    keep up the good work!

  • This video should be called "rely on jab for combos" cause that's what everyone does in this game.. :p

  • @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.

  • Make your own video, and I bet you nobody will watch.

  • Then don't even show the video, just say "Use Jab," (2 second video) because either way no one will understand why.

  • @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?

  • Nice job, may i ask you which software you use to edit your videos please ?

  • @Didiplouff Adobe After Effects CS4 and Sony Vegas Pro 8

  • thank you :)

  • 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.

  • is there a difference between the punches? any punch that will work best?

  • @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.

  • call me your gamepad!!

  • @tubemasterlegend Alright, gamepad.

  • i mean which controller you use?

    x360 or ps3 or any pc pad

  • 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.

  • Beautiful editing.

  • 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 DarkBuster is confused, as usual.

  • @xDarkBusterx

    I can't tell whether you're being sarcastic or not.

  • @keroberus2 He's a troll who follows me around everywhere. I consider it flattery though.

  • You are awesome.

    5/5

  • 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.

  • Can't wait for more^^

    Please keep up the good work!

  • NIIICEEE!

    You're vids as well as your production is so top notch! keep it up LoF! One day we'll meet up!

  • your awesome man.

    I <3 these videos

  • 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.

  • THX u will help even more our community!

  • Great vid can you make one about Option Select ? also more hits = less damage what are you on about ???

  • 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.