13 years…..I owe soooo much of my improved skill in every fighting game to date to this old but gold video! Idk if you still monitor this channel but THANK YOU!!!
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.
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
@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
Yes, that's right. As Max was saying earlier, he was buffering the Super input within the crouching fierce's frames of animation. Because of this, the Super will never occur unless the fierce connects because the Super will cancel the remaining frames of that attack, which won't happen if the attack doesn't connect. You can't call this a confirm exactly, but using a 2-in-1 combo (like crouching medium kick canceled into hadouken) for footsies instead (in this matchup, long range footsies).
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
@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.
Oddly, I learned this principle from an SVC Chaos BradyGames strategy guide. I always kind of had a feel for the thought process of safe combo creation but seeing it written and explained in full made the whole concept come together.
(cont.) You can, however, confirm off one hit. For instance, you have enough time to confirm into a max punish from a heavy jump-in attack because of the amount of hitstun they inflict. Certain moves on counter hit require you to confirm on the first hit to combo from. An example would be Ken's step kick, which can combo into fierce DP on CH. Dudley's overhead (f+HK) is another move you can confirm from that single hit alone. A key to this is anticipation dramatically heightens reaction speed.
Thanks for these videos, i love fighting games but never had much of anyone to play against who was any good and i couldnt really get better against the computer. I heard and read people using these terms but had no idea what they meant. When I finally get a new system with online play i'll certainly take this knowledge with me.
@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.
@iam7617115 Yeah I couldn't really go in depth with this since it was three minutes but, start-up invincibility on the ultra and other moves play a large part in this being punished. I still use block strings with fireballs, but I was just demonstrating that they aren't true block strings, and if you become predictable, they can use an invincible move to go through the fireball.
@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...
@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.
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.
@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?
Thanks for the vid. I find that hit confirming with Houten is a bit difficult since I can do short x3 or jab x3, for example, but it doesn't really combo easily into a hadouken or palm. I'm still trying to work this out.
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).
@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.
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
@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.
@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.
@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)
He buffered the super after throwing out the crouch fierce. At that range, you can only hit Dhalsim's limbs, so it's safe to buffer the super. If the crouch fierce hits, it will cancel into super. If not, then you'll just whiff a crouch fierce.
@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.
THANK YOU SO MUCH! wow that makes alot of sense. i really need to use this for my chunli and C viper sense i wanna be able to use 3 more people besides ryu thank you so much im subscribing to your vids. :)
@Ghetto Shampoo Hey.. been trying to download the speed dry manglehead song, but to no avail. Do you happen to have a link I could use to download if you still have it. Thanks.
It was in a parkour/freerunning documentary in 2005 called Jump Britain, which had a soundtrack that came with it, by Thomas Beach & Ian Masterson. Not sure if it's available digitally anymore, but it was released on iTunes way back then. you might be able to track down a copy of the Jump Britain DVD, which had the soundtrack as a bonus. Good luck and let me know if you find out anything.
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.
A kara cancel is not a cancel, It's not the same thing. Kara canceling is canceling a move within it's start-up frames, into another move...the latter move takes on the range properties of the former move, allowing things like uppercuts and throws to connect from ranges beyond the move itself. Kara is very specific and not every character has one.
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...
@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.
I can't even link my hits without them being blocked, even if they weren't blocked within like the first 2 hits. Do I have to press attacks at the perfect intervals?
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
I understand the concept of throwing out lighter attacks until you confirm that they are actually connecting, but how in the hell do people confirm off of 1 hit? A good example would be when Daigo was playing Sabin's Dhalsim and landed his super after confirming 1 crouching fierce(I think) from nearly full screen. Did he have to cue up the super inputs immediately after throwing out the normal whether it hit or not, or did he react to the normal connecting and then input the super command?
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.
13 years…..I owe soooo much of my improved skill in every fighting game to date to this old but gold video! Idk if you still monitor this channel but THANK YOU!!!
Awesome to hear. Yep, still here. Thanks for watching!
12 years later and this is still helpful
8 years later and your still helping a homie out !
10 and counting, lol
Mhm
@@AMRJR4588 make that 11
13 years. This video is now a teenager.
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.
Such an old guide, yet such an informative one too
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
One of the best tutorial vdo I've ever seen !!, great filming and of course great ending !
@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
Yes, that's right. As Max was saying earlier, he was buffering the Super input within the crouching fierce's frames of animation. Because of this, the Super will never occur unless the fierce connects because the Super will cancel the remaining frames of that attack, which won't happen if the attack doesn't connect. You can't call this a confirm exactly, but using a 2-in-1 combo (like crouching medium kick canceled into hadouken) for footsies instead (in this matchup, long range footsies).
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
Nice breakdown! Really helped me understand what it is that I'm trying to do. :)
@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.
Third Strike: short short Super pretty much taught me hitconfirming, incredibly well.
Oddly, I learned this principle from an SVC Chaos BradyGames strategy guide. I always kind of had a feel for the thought process of safe combo creation but seeing it written and explained in full made the whole concept come together.
VERY GOOD video, this is what improves the scene helping new players to reach higher play levels.
5 stars man!!
(cont.)
You can, however, confirm off one hit. For instance, you have enough time to confirm into a max punish from a heavy jump-in attack because of the amount of hitstun they inflict. Certain moves on counter hit require you to confirm on the first hit to combo from. An example would be Ken's step kick, which can combo into fierce DP on CH. Dudley's overhead (f+HK) is another move you can confirm from that single hit alone. A key to this is anticipation dramatically heightens reaction speed.
Thanks for these videos, i love fighting games but never had much of anyone to play against who was any good and i couldnt really get better against the computer. I heard and read people using these terms but had no idea what they meant. When I finally get a new system with online play i'll certainly take this knowledge with me.
ok your editing skills are great. love the way you did this video.
keep up the good work!
@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.
@iam7617115 Yeah I couldn't really go in depth with this since it was three minutes but, start-up invincibility on the ultra and other moves play a large part in this being punished.
I still use block strings with fireballs, but I was just demonstrating that they aren't true block strings, and if you become predictable, they can use an invincible move to go through the fireball.
@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...
@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.
Very informative, thanks for the video.
@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.
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.
can't believe i only just found this page #legend
muxzhy_oL I will be doing more fighting game tutorials when Street Fighter V hits. So stay tuned.
lordofultima can you do the combos easier with joy stick or just as easily with d-pad
+lordofultima so glad
@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?
Thanks for the vid. I find that hit confirming with Houten is a bit difficult since I can do short x3 or jab x3, for example, but it doesn't really combo easily into a hadouken or palm. I'm still trying to work this out.
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).
@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.
I have heard this term, but wasn't sure what it meant. Now I find out and it's something I already do.
this is such a great video, i show it to everyone starting out in street fighter. release more stuff!~
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
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.
astounding video quality man! good stuff
these are some awesome tutorials. I'm impressed
@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.
I get it. It's spacing special attacks with punches and kicks to react to different situations. Awesome
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.
@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.
Good info. I'm applying this to SFV & other games. Never played SF4.
jettmanas
Should probably play a better game, SFV is trash
@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)
man I suck at hit confriming, gotta go pratice this.
@Li1190 Yes but also because it doesn't have a lot of recovery time and it can't be punished very easily if blocked.
NIIICEEE!
You're vids as well as your production is so top notch! keep it up LoF! One day we'll meet up!
the video quality is outstanding.
Ultima you deserve way more subs mate!
good advice, hit confirms i think are easy to overlook for beginners (ie. me).
Thanks this will really help me alot play as i am not very good at predicting what my oppenent does next.
Simple and very helpful, great job. Looking forward to more of these videos =)
6 and more in the future. That is the number of people who didn't hit confirm and got punished. Hard.
Such a helpful video for a noob like me. Thanks a million!
@CTmetaCT Only from his ground l.tatsu, you can sweep after an air tatsu on anyone.
@iam7617115 if there are enough frames inbetween to start up an ultra then yes (invincibility frames play into this also)
love your vids, keep up the good work!
He buffered the super after throwing out the crouch fierce. At that range, you can only hit Dhalsim's limbs, so it's safe to buffer the super. If the crouch fierce hits, it will cancel into super. If not, then you'll just whiff a crouch fierce.
Beautiful editing.
this is a fantastic video man
Thanks for the explanation lordofultima, it was very helpful! :]
@Didiplouff Adobe After Effects CS4 and Sony Vegas Pro 8
Splendid! Marvelous!
Excellent job on this.
great vids bro need some 3 minute funamentals.
@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.
Wonderful, quick and simple! Thanks! :)
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.
Should make more fof these videos.
@iam7617115 one particular way to get punished for this would be balrog, who could ex headbutt into ultra through the fireball as far as im aware.
Thanks for the demonstration.
love your videos and your akuma. if you have xbox live id love to get a session in to see where I can improve my game.
makes sense, it kinda made it it more easy for me to understand wuht im doing lol thanks for uploading!
Thanks for this LordOfUltima.
THANK YOU SO MUCH! wow that makes alot of sense. i really need to use this for my chunli and C viper sense i wanna be able to use 3 more people besides ryu thank you so much im subscribing to your vids. :)
@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.
Really informative video, thanks!
This totally helped me improve my game, just one noobish question..
How did you do that tech to ultra with balrog? O.O
good stuff man. this is going to help out a lot...of course its not like im a huge sf enthusiast though...
@lordofultima oh ok i get it..........its a mindset when fighting.......not an ingame mechanic such as frames or hitboxes.......GOT IT
@Ghetto Shampoo Hey.. been trying to download the speed dry manglehead song, but to no avail. Do you happen to have a link I could use to download if you still have it. Thanks.
It was in a parkour/freerunning documentary in 2005 called Jump Britain, which had a soundtrack that came with it, by Thomas Beach & Ian Masterson. Not sure if it's available digitally anymore, but it was released on iTunes way back then. you might be able to track down a copy of the Jump Britain DVD, which had the soundtrack as a bonus. Good luck and let me know if you find out anything.
@gl600fb Actually, I made this video specifically for the youtube scrubs like you gl600fb! Feel privileged.
wow these are great explanations thanks
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.
A kara cancel is not a cancel, It's not the same thing. Kara canceling is canceling a move within it's start-up frames, into another move...the latter move takes on the range properties of the former move, allowing things like uppercuts and throws to connect from ranges beyond the move itself. Kara is very specific and not every character has one.
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...
@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.
great explanation, thanks!
I will say your taste in music is good.
beautiful.
@Otacon237 yeah man took the words right outta my mouth.
Dude. This vid helped. Thanks man!
I can't even link my hits without them being blocked, even if they weren't blocked within like the first 2 hits. Do I have to press attacks at the perfect intervals?
nice explanation
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
Awesome video
@ lordofultima
So jabs are basically the best method for hit confirming, because they're also the best combo starters, right?
thank you lord of ultima!
@Jebusjoose Ahaaaa. Thanks ^^
I understand the concept of throwing out lighter attacks until you confirm that they are actually connecting, but how in the hell do people confirm off of 1 hit? A good example would be when Daigo was playing Sabin's Dhalsim and landed his super after confirming 1 crouching fierce(I think) from nearly full screen. Did he have to cue up the super inputs immediately after throwing out the normal whether it hit or not, or did he react to the normal connecting and then input the super command?
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.
your awesome man.
I