2d Fighter Tutorial Part I: Zoning
Uploader Comments (mingtongzhi)
Top Comments
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The way you presented this tutorial - slowing down the action, chill music, and precise written instruction - made all these concepts I've been aware of for a couple of years easier to understand in a practical way. Between this and loltima's akuma guide, my game has been kicked up a few notches. Thank you!
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Not all EX moves have super armor though... right?
All Comments (51)
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beautiful, beautiful video many thanks brah
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The command grab info isn't quite correct. You can't grab a moves hitbox. command grabs have to interact with each characters throwable box, which is lined blue if you look at hitboxes. Many many moves in the game make the characters "torso" move forward which moves the blue lined throwable box into range of the command grab's solid blue grab range.
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how do i zone with viper? her normals are ass and her anti air is ass but she has very fast walk speed and dash : /
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thank you for vid and great music, too! :)
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With proper zoning, it forces your opponent to do more thinking instead of acting. Which wastes valuable time for them. Good tidbits!
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Nice vid thx
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This might be a silly question, but why did you choose a shitty game to demonstrate this?
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So wait, is it technically possible to grab Dhalsim's outstretched arms Daigo-srk style? If you can command-grab active frames? That sounds too absurd to be true...
This might be a very silly question but I want to ask. How do I train to zone? I roughly get the idea after watching your videos but I don't really know how to put it to practical use. Where can I start to practice? Does zoning apply to all 2D games? Thank you very much!
lukchardhsl 1 year ago 2
@lukchardhsl Even though I make tutorial videos, the only way to really learn and internalize anything is by playing a lot: same for zoning. Just play a lot and think about your spacing and optimal ranges. I play a lot of people in the arcade that walk back into the corner for free, that is a lack of zoning. If you can't get in on someone without jumping, that is a lack of zoning. Tary to use a FB char and force them to jump wtih FB's then anti-air them, that is good basic zoning to practice
mingtongzhi 1 year ago 3
There however is no such thing as invularable hitboxes (as your green makes believe), only a thing as invulnarable frames which is nothing more as lack of defensive hitboxes so you cant get hit. everything is really about red and blue, no green is necessary :)
The passive and active terminology also is confusing, as it's really defensive and offensive boxes. your offensive boxes can hit the enemies' defensive ones, and vice versa. Offensive never hits offensive, defensive never defensive.
bavobbr 2 years ago 2
Ah shit, I learned fg's on guilty gear, which did have moves that had "upper body invulnerability" and stuff like that. I assumed that was why rog's headbutt for instance can be sweeped, but it does make sense that it just has a hitbox on top and not on bottom and that it's not invulnerable very long :/
mingtongzhi 2 years ago
Also I think I used "active" and "passive" because "active frames" is a term that is always used everywhere, and I put "passive" in quotes in the video to kind of indicate that no one really says that and it's not really a term, but just to describe them in contrast.
mingtongzhi 2 years ago
Yeah that's right, a lot of EX moves don't and have different properties, that was kind of a slip up/oversight in the tutorial because I'm just used to rog who has all superarmor ex moves.
mingtongzhi 2 years ago