Get Good – Where Do I Start with Fighting Games?

Get Good – Where Do I Start with Fighting Games?

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Get Good – Where Do I Start with Fighting Games?
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A reproduction of a lecture from Ohio State University's BuckeyeLAN club, focused on getting absolute beginners started and teaching them the terminology commonly used in Street Fighter 4.

Source list for the images and videos shown in this presentation and other resources for further learning:
https://docs.google.com/document/d/1Ia10hcGDr3zBjyOSzZ1X83x30Vg3tS_tS2oJaJJSgrU/edit?usp=sharing
Slide set used for the presentation:
https://docs.google.com/presentation/d/1NHsC0raTtu4Y8iA4Jz0XMmaYth7CTeEezuus5-TUBwk/edit?usp=sharing
Script used for the presentation (Warning: This presentation does not follow this script exactly and contains some extra lines):
https://docs.google.com/document/d/12OdbUPDt3c9x0VqbAkK_ibB1DNTMMC4wo5hQbJTRQWU/edit?usp=sharing
Link to CFG Facebook page: https://www.facebook.com/groups/cbusfg

Timestamps to skip the presentation topic by topic:
Introduction: 0:00
Key names: 1:54
Input notation: 2:22
Load vs. Input Characters: 6:21
Which controllers can I use?: 7:32
Do I need a fightstick to play well?: 8:10
Which version should I buy?: 13:04
Platform differences: 13:57
Precautions for beginners: 14:59
Recommended characters for beginners: 15:55
Why Ryu? (also defines 'shoto'/'shotokan'): 16:35
Why Balrog?: 18:57
Why Guile? (also defines “Low Crush”): 20:45
Characters not recommended for beginners (but follow your heart): 24:14
Rankings: 26:55
How do I train and improve?: 35:43
Can't I learn from exams?: 42:30
Hitboxes (also defines “priority”): 42:58
Jumping: 44:18
Jump kicks: 45:08
Being knocked down: 46:23
Meaty Attacks: 47:07
Setbacks: 47:32
Throws (also defines “Tick Throw” and “Throw Tech”): 48:34
Crossups (also defined as “Okizeme”): 50:15
Fireballs: 51:36
Overall health values (also defined as “guts”): 53:50
The Super Meter (and EX-Moves): 55:03
Ultras: 57:55
Armor and focus attacks (and red focus and “white health”): 59:01
Command Grabs (also defined as “Grappler”): 1:01:42
Stun and damage scaling: 1:02:38
Reset: 1:03:34
Blockstrings (also defines “Hit Confirm”): 1:04:49
Feet: 1:07:40
Punishment: 1:09:52
Whiff punishment: 1:10:52
Chip damage: 1:11:56
Parts of a movement (start, active, recovery): 1:12:33
Special cancellation (also defined as “hit stop”): 1:13:43
Links and chains (also mentions target combinations): 1:14:45
Frame Traps (also defined as “counter hits”): 1:17:16
Buffering and option selection (also mentions backdashing and “crouch teching”): 1:18:39
“Reads” and EVO Moment No. 37: 1:22:31
“Salt”: 1:25:23
Cancel Focus Attack Sprint (FADC): 1:26:13
Cancel Red Focus (or EX Red Focus): 1:27:10
Plinking (or P-Linking or Piano-Linking): 1:27:57
Safe jumps (also mentions soft and hard falls and “delayed awakening”): 1:29:16
Kara throws: 1:32:25
Trip Guard (also defines “empty jump”): 1:33:07
Our boy Gandhi: 1:34:48
Other fighting games (also covers “airdasher” or “anime games”): 1:42:39
Conclusion and acknowledgements of the slideshow: 1:43:30
Ryu demo (also includes a plinking demo): 1:46:18
Balrog Demo: 1:51:56
Guile Demo: 1:58:40

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