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Movement Tutorial Script

Oct 20th, 2019
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  1. MOVEMENT TUTORIAL
  2.  
  3. Let's quickly run through the basics.
  4. --------------------------------------
  5. Part 1 - the bare basics
  6.  
  7. Three main types of movement, forward, back, and side movement
  8. -You can move in eight directions just by pressing your directional pad or stick in the direction you want
  9. to go.
  10. -You can buffer movement
  11. -guard restrictions
  12. -moving from a standstill or changing directions causes you to be unable to guard,
  13. for movements other than straight forward.
  14. -you can guard at frame 16 for backstep, at frame 14 for sidestep, normally
  15. -1/7 step counts as sidestepping in regards to being able to guard out of it
  16. -this is after you finish your input
  17.  
  18. There's three main ways of doing those movements, holding, single tapping, and double tapping.
  19. -----------------------------------------------------------
  20. Part 2 - inputs
  21.  
  22.  
  23. -single tapping allows you to move a fixed distance
  24. -returning to neutral cancels the holding movement animation and triggers a new one
  25. -the game gives you some leniency, some time for you to do some combinations of inputs
  26. so you don't need to, say, only be inputting forward for one frame to get a tap,
  27. or have to press down and A at exactly the same time to get a 2A to come out before
  28. it starts counting as a sidestep and giving you 22A. At the same time, the game
  29. can't just have you do nothing while it waits for you finish your input, that
  30. wouldn't be very responsive.
  31. It's important to know what for example a "tap" really is or what state transitions
  32. are happening to make both leniency and responsiveness possible because we can take
  33. advantage of details like that, which I'll be getting into after I finish with the
  34. basics here
  35. -allows you do to do any single-direction move during the movement except a move in the same
  36. cardinal direction as it will think you're trying to do a double tap 8WR move
  37. -diagonal moves with the same cardinal direction will read as an 8WR move
  38. -done properly, guarantees you won't enter 8WR
  39. -holding directions sometimes has a slow startup animation, sometimes doesn't
  40. -holding a direction and pressing an attack button at the end of the input leniency period
  41. can allow you to move a short distance and attack in the same direction
  42. -double tapping cancels single tap movement and allows 8WR moves
  43. -the dark arrow means 8WR direction which can be inputted as a double tap
  44. -sidestep 8WR moves have an in-built 10 frame delay,
  45. or rather, 10 frames of 8WR required first
  46. -as long as you don't return to neutral,
  47. switching to adjacent directions does not reset the 10 frame requirement,
  48. so you can do something 6632A to get 22A or 2214K to get 44K
  49. -gives access to triple tap for dashing and attacking with a single-direction move
  50.  
  51. Now let's talk about each major movement direction specifically.
  52. --------------------------------------------------------------
  53. Part 3 - Forward Movement
  54.  
  55. Forward movement
  56. -this is the safest form of movement because it be cancelled immediately into any movement or guarding
  57. -if hit out of forward movement the property is Normal Hit
  58. -the holding dash is somewhat new in SC6, where before your character would take a moment to get moving,
  59. in this game that moment is very brief, making other techniques not as important, but still
  60. necessary for getting to certain positions as quickly as possible and using the right attack.
  61. -holding dash is still the best for using 6, 3, or 9 moves after moving a short distance
  62. -during the beginning of the holding dash, you're in a run startup animation,
  63. (which can be cancelled any time) where if you press a button,
  64. you'll get a 6 attack. Swivel the stick or press the dpad up or down while
  65. still holding forward, to make a diagonal input, and you'll get a 3 or 9 attack
  66. if you press an attack button.
  67. -this can extend the range of your 6/3/9 attacks a short distance
  68. -you're not counted as in 8WR yet, so 2_8 attacks may be cancelled into immediately, too
  69. -keep holding and you'll enter a run, which I'll talk about in a bit.
  70. -single tap dash, or forward step often makes a quick step forward after a short delay.
  71. -The animation begins after you return to neutral after the tap,
  72. so you can extend the distance of the step by doing a slower tap,
  73. holding for a moment and then releasing.
  74. -If you hold too long it'll count as a holding dash,
  75. and your release will do the run-brake animation instead.
  76. -Once you release the direction, your character keeps moving forward until the step is finished
  77. -this allows you to return the stick or dpad to neutral and move while waiting to time
  78. neutral attacks like AA or BB when you've reached the spacing you want.
  79. -Some characters have really bad forward steps, but for a lot of characters this results in the
  80. fastest movement across a medium distance, especially when you don't have time to buffer
  81. a double tap dash. There is a slight startup to it, though, where you aren't moving
  82. very fast.
  83. -press and hold forward again during the forward step and you'll transition into a full run,
  84. as if you did a double tap. Cancelling into a full run can cut out the slow movement
  85. at end of the forward step.
  86. -double tap dashes immediately put you into a full run state with no slow startup,
  87. the only drawback being the time it takes to physically do the double tap, in situations where
  88. you're not buffering it.
  89. -press button at the same time or after the second tap and you will get a 66 move.
  90. -the 10 frames of 8WR requirement starts ticking down after the second tap,
  91. allowing you to rotate the stick or slide your thumb around your dpad
  92. or hitbox or whatever to the direction of the 8WR move that you want.
  93. -tap forward a third time and it'll be read as a single tap for 6-moves, or more technically,
  94. release the forward direction during the full run and you enter a run-brake animation
  95. that allows the most of the same things that the idle stance does.
  96. -a short delay between releasing forward and doing 3/9, 2/8,
  97. and neutral attacks is needed, none is needed for 6 moves or 4/1/7 moves.
  98. -as a rule of thumb, doing moves that use directions opposite to your movement
  99. can done without worry of something else coming out.
  100. <Demonstrate dashing in from different distances in different ways>
  101. -<holding-6 attacks, single tap attacks, slow-tap, 6653 attacks, 6632 attacks, tap then hold,
  102. fast double tap techniques>
  103.  
  104. -all backdashing and sidestepping are accessible out of all forms of forward movement,
  105. except full run into holding step, as you counted as being in 8WR, giving a side-8WR instead.
  106.  
  107. What's the difference between that and a sidestep? We'll get into that when we get into side movement,
  108. which is right now.
  109. ------------------------------------------------------
  110. Part 4 Sidestepping - inputs work a bit differently, this time if you do a single tap, it doesn't matter how
  111. briefly you tap, the game will seamlessly transition the animation for a holding step into
  112. a single tap step.
  113. -there's four stages of the sidestep: the microstep window, the unguardable period,
  114. the dash-cancel window, and the guardable or 8WR period.
  115. -for the first seven or so frames, you can guard cancel out of a sidestep
  116. I and others call this is a "microstep."
  117. -some characters move a significant distance during this window,
  118. as most characters begin moving enough to get out of the way of the linear
  119. attacks starting at around frame 6 of the sidestep.
  120. -Doing a microstep and then guarding can result in a safer sidestep.
  121. -If your character standing hurtbox is thin enough, you'll narrowly escape
  122. some vertical moves while still being able to guard horizontals in time.
  123. -the ability to guard cancel immediately after beginning a sidestep is something
  124. that can be used to cancel anything that transitions to sidestep into
  125. guard or something else.
  126. -after the microstep window, there's seven or so frames where you can't guard.
  127. -as with the other stages, you can still cancel into attacks or GI.
  128. -I don't know how to test exactly when the guardable microstep period ends
  129. and the unguardable period begins, but the unguardable period for sure ends
  130. by frame 14, and you will be hit by horizontals on frame 12.
  131. -however, you can also cancel any sidestep into a dash at frame 12,
  132. and dashes are immediately guard cancellable.
  133. -if you do a single tap sidestep and then buffer a single tap dash and return to neutral
  134. before the dash cancel window begins, you can hold guard and be able to block
  135. attacks coming in at frame 12 rather than 14.
  136. -if you're doing a holding sidestep or double tap sidestep, you will transition to side-8WR
  137. after the guard cancel window ends. You're still able to use 8WR moves at frame 10+.
  138. -I tend to call side-8WR "sidewalking" because it's slower than the other forms of
  139. side movement, and won't allow you to evade some verticals.
  140. -The fastest and most evasive form of side movement, some might be surprised to hear,
  141. is done by holding up or down, what I'm calling the holding step.
  142. -there's a brief burst of speed before transitioning to sidewalking.
  143. -it's required for some characters in specific situations to get around some
  144. verticals.
  145. -but, you don't have access to any of the sidestep dash cancel techniques.
  146. -there's also the similar pros and cons to holding steps and single taps
  147. as with dashing, you can cancel holding steps within 9 frames
  148. into attacks with the direction input as the step, and you can
  149. time attacks more freely with single tap stepping.
  150. -if you hold step in the 8 direction you can do 7/8/9 moves,
  151. in the 2 direction you can do 1/2/3 moves.
  152. -the single tap release doesn't cancel the holding movement during sidesteps
  153. like it does during dashes though, so what's actually happening when
  154. you single tap, you're cancelling the faster holding dash seamlessly
  155. into the single tap, which will end in a braking animation which
  156. guarantees you won't enter 8WR.
  157. -if you double tap quickly before the step ends, you pretty much get the same thing as
  158. a single tap, as the second input won't start another step unless you wait until
  159. the step ends.
  160. -But, you will guarantee that an 8WR move will come out if you
  161. press a button.
  162. -Here you can also swivel the stick or slide your thumb across
  163. the dpad to the 8WR move direction you want, and the move will come out when
  164. the 10 frames of 8WR requirement is up.
  165. -if you want to do repeated steps, mashing a direction at the rhythm of the dash-cancel window
  166. timing will make you go the fastest. This will allow you to step some multihit moves
  167. that will retrack against sidewalk, but you can't guard during some of it.
  168. -you CAN guard during the microstep phases of these.
  169. -that's the advantage to sidewalking, you can guard at any time start at frame 14
  170. since you started moving or changed directions, and don't need to time a step.
  171. -it tells the opponent, hey, I can't be hit by paper thin verticals right now.
  172. -also, you can pull out a side-8WR move at any time, which tend to be strong.
  173. -in the direction toward your opponent, however, you're standing still,
  174. actually slowly moving toward them unless you're using 1/7 sidewalking
  175. which is even less evasive and you can be CH'd by anything.
  176. -while sidewalking if they do a horizontal at speeds you can't react to, you'll
  177. be CH.
  178. -1/7 walking also counts as backdashing, so you will be CH by verticals, too.
  179. -this is true for all sidestepping, if you're hit by horizontals, you get CH,
  180. if you get hit by verticals, like in the beginning of your sidestep,
  181. it's NH.
  182. -also worth noting that if you want to move forward or back out of backwalk,
  183. you should do single taps unless you want to maintain 8WR for 8WR moves
  184. -so we went over sidesteps into dashes and sidesteps into more sidesteps,
  185. let's talk about sidestep into backdash
  186. -backdash can be buffered, but it comes out at the timing of step guard rather step dash
  187. -for most purposes, this is fast enough, but there are two ways to step into backdash
  188. more smoothly.
  189. -the first one is to do microstep backdash, or 24 stepping. You can guard out of the
  190. beginning of sidestep, so you can also backdash out it.
  191. -I guess you can forward dash out of it too, haven't really thought about the
  192. applications of that.
  193. -effectiveness of this varies by the character you're using and the character
  194. you're fighting against.
  195. -it's extremely good against characters that don't have
  196. fast mid range horizontals, which are the main way of beating it.
  197. -you can do them repeatedly to run away from soul charges, but after two of them,
  198. the game seems to prevent you from doing another one until you press
  199. G or forward.
  200. -If you do it too slowly, only one will be allowed.
  201. -to get around this limitation, we can do a half circle on every third
  202. 24 step, a complete cycle being 24 24 63214.
  203. -I usually like to start with a regular single tap backdash.
  204. -the second is to do a full sidestep into a dash to cancel it early, but immediately
  205. backdashing out of the dash before it goes anywhere.
  206. -Using the same technique as the safer step, the 865G, we buffer the dash during
  207. the step, but this time, we time a single tap backdash at the
  208. start of the dash.
  209. -The difference is minor, you seem to be saving two frames, but it's there.
  210. -if you do it too fast, I think the backdash buffer overrides the dash.
  211. -probably the least important technique I'll tell you about.
  212.  
  213. The 24 or 214 stepping backdash cancel is probably the real metagame shifter,
  214. speaking of which it's about time we talk about backdashing.
  215. -------------------------------------------------------------
  216. Part 5 - Backdashing is slightly more unsafe than sidestep, my testing has you guarding at frame 16,
  217. I've heard 15 being thrown around.
  218. -the main way to backdash is to single tap with every character but Maxi. His backdash sucks.
  219. -slow tapping is similar to sidestep except to stand lose a lot more distance and speed
  220. if you don't do brief taps, holding backdash is that bad, whereas holding steps are good.
  221. -holding backdash is only useful for backing up and doing 4/7/1 moves at precise spacings
  222. -double tap backdash immediately puts you into backwalk, it cancels the single tap backdash
  223. -backwalk can be cancelled into another backdash, which brings us to our second backdash cancel,
  224. 4, 44, 44 stepping.
  225. -the first back input does a single tap backdash. Then you wait for the backdash to
  226. go somewhere, but before the backdash ends, you press back again to cancel into
  227. backwalk, and as fast possible tap back again to cancel out of backwalk into
  228. another single tap backdash.
  229. -you do the first backdash as a single tap, and then double tap to start backwalking
  230. and cancel into another single tap backdash.
  231. -this is the easiest and most universally effective backdash cancel.
  232. -I call it the DOA backdash because the player BlackMambaMoan started doing this at
  233. SCR 2011 I think it was where they had the SC5 beta, and he backdashing like
  234. crazy with Pyrrha and said he was doing it like a DOA backdash cancel.
  235. I didn't think that was the fastest and kept doing my SCIV style 214s until I
  236. saw Hates do it like a year later.
  237. -it wasn't much faster for Yoshi but the reason it was much faster for almost every
  238. other character, and this remains true in this game, is that there are fewer
  239. periods of stopping or slowing down, between your backdashes you're backwalking,
  240. not starting up a sidestep. In this game, that sidestep startup is actually
  241. useful but for pure backward movement, this is faster.
  242. -the annoying part of this technique is that it's hard to tell whether you're in
  243. a backwalk or a backdash.
  244. -Odd number inputs will give you single direction attacks as usual,
  245. but if you're not committing to a specific number, by the time you
  246. want to act on something the opponent did, like a whiff, you're still
  247. pressing back direction and need to think for a moment before acting.
  248. -if I want to 4KB whiff punish for example, I need to do a 214KB so I
  249. don't get 4KB, in SCV I couldn't tell when I could 22B, anyway..
  250. -backwalk also requires an unbuffered double tap to get you moving forward
  251. any time soon, here's what it looks like if you try to tap or hold:
  252. -at least you can force yourself to get moving, though, if you try that
  253. during a regular single tap backdash, there's always a delay
  254. unless you use an advanced technique. It's a shorter delay,
  255. and nobody seemed to notice it during the beta and it drove me
  256. crazy because this isn't in any other Soulcalibur, usually you
  257. could seamlessly tap back and forth.
  258. -this is one thing I would ask Okubo to please fix, because the
  259. technique to get around it is fairly difficult and
  260. wasn't needed in any past game, it just makes the
  261. movement feel clunky. All the other weirdness about
  262. the movement system makes the movement feel smoother.
  263. -but before I tell you about that I need to tell you about
  264. backstep microstep G, or 42G
  265. -and before that I should that when you backwalk, if you want
  266. to sidestep you should do a single tap unless you want
  267. to maintain 8WR.
  268. -holding dash works fine out of single tap steps.
  269. -42G or 48G is the fastest way of cancelling to guard after a backdash.
  270. -it allows you to guard on frame 14 by cancelling the backdash into a microstep
  271. and then guarding out of that microstep.
  272. -now, it isn't that simple otherwise you'd be able to guard even earlier.
  273. -if you try to cancel earlier than that, the game will force you
  274. to go through more frames of the microstep before allowing you
  275. to guard.
  276. -this way, you can adjust how far to the side or backwards your movement
  277. your movement goes, but if you want to do that, most of the time
  278. I think it's better to do the microstep first if you want to
  279. evade anything, though this will make your backstep less safe.
  280. But, you can always combine the two.
  281. -if you time the 2 well, you won't sidestep much at all
  282. and will backstep almost full length.
  283. -if you use 8 you won't jump unless you hold 8 too long
  284. -so that's the safer backdash.
  285. -The last advanced backdash technique might be the fastest, but it requires some strict timing, 4 g4 g4
  286. -pressing guard near the end of a single tap backdash allows you to backdash again
  287. -if you're too early, it won't work, if you're too late, it won't work at all either.
  288. -the reason that being late won't work seems to be that you aren't actually guarding
  289. out of backdash here and then backdashing out of guarding, for whatever reason,
  290. pressing G allows you to backdash again at a specific timing
  291. -after you press G, you should release it and backdash again as quickly as possible so that you
  292. don't enter the slow braking period of the backdash.
  293. -that's why it's as good or even better than the 4 44 DOA backdash cancel, you're mostly only
  294. doing the fast part of the backdash, depending on the character
  295. -characters like Mitsurugi and Nightmare have amazing 4 g4 g4s but have worse 4 24 24 backdashes
  296. -for whatever reason these characters get their backdashes shortened when you try 24s.
  297. -their backdashes are so good that their 24s are still better than some others.
  298. -The guard input also allows you to dash forward out of dash a bit faster I think, but we can do better.
  299. -we can backdash, microstep, and then dash forward to get that quick back and forth movement
  300. that for whatever reason the game doesn't allow by default.
  301. -to do this we tap backward and do a fast quartercircle forward, a 4236, or just a 436 works.
  302. -holding dash, double tap, or quick release tap all work out of it.
  303. -you get a small step out of it if you do it slow, but I wouldn't rely on it.
  304. -the point is to quickly move out of range and run back in before your opponent can react,
  305. it looks like you're backing off for a moment and then you're running right back in.
  306.  
  307. I think that's everything related to backdashing, now I'm going to talk about movement out crouch
  308. and force crouch
  309. --------------------------------------------
  310. Part 6 - Crouching is done by pressing 2G, you're in full crouch at frame 3, you don't need to be holding guard
  311. to stay in crouch, just be holding down. While rising is accessible if you hold down for three frames
  312. and release and press an attack button, the fastest while rising attacks from standing being four frames
  313. slower than if you did it from crouch. For FC attacks I like to tap G and hold down for the required
  314. amount so it's harder to see me guard.
  315. -any time you can guard, you can crouch. So for all these techniques that make it possible to guard
  316. earlier, it also allows you to duck earlier.
  317. -so this speeds up step-ducking, which is just ducking as soon as you can after you step,
  318. which allows you to dodge both linear moves at early to middle timings and
  319. high horizontals at middle to late timings
  320. -jump attacking doesn't require you to be able to guard, so you can step jump attack to beat
  321. low horizontals at even earlier timings, because you can attack out all movement
  322. -some moves cause you to end in crouching, which is recover crouch, and blocking some moves
  323. cause you to crouch, which is forced crouch -- there's a key difference here.
  324. -holding movement is delayed out of recover crouch, so you should tap or double tap out.
  325. -however in force crouch, both holding movement and single tap movement is delayed, so you
  326. should probably do double tap movement if you want to move at all.
  327. -Holding down 2 will usually keep you crouch, unless it's recover crouch and you start holding
  328. very early.
  329. -you can still do 6 and 4 and 66 and 44 moves immediately out of these states, along with 789s
  330. -if you don't move or hold down out of these crouching states,
  331. you'll be in the while rising state for a short period.
  332. -you can use movement to get yourself out of these crouch states and into the standing state
  333. for standing moves sooner than if you waited, this is required for some combos.
  334. -and yes I'm implying that you can not only recover crouch cancel,
  335. you can force crouch cancel in this game
  336. -RCC is done by tapping or double tapping, FCC is done by double tapping.
  337. -apparently you can also RCC by holding down early, I'll have to try it
  338.  
  339. Alright, I think I covered everything, but let's review all the advanced movement techniques and talk about
  340. movement combinations:
  341. --------------------------------------------------
  342. Part 7 - Review
  343. So, we have
  344. -safer step 865G / 2632G
  345. -multistepping 8888/2222
  346. -step dash is done normally with any combination of single tapping and holding,
  347. -if you're 8WRing you need to double tap
  348. -faster step backstep 864/264
  349. -microstep backdash 24/84
  350. -DOA backdash backwalk backdash 4 44 44
  351. -4 g4 repeated backdash
  352. -safer backdash 42G/48G
  353. -backdash step aka boxstep doesn't need anything advanced but it's an important techique for getting away from
  354. fast horizontals while being able to step away from verticals
  355. -also if you get hit by verticals during the beginning of the sidestep you won't get CH, so you can use
  356. this fact to protect yourself from CHs and LHs from backdash counters.
  357.  
  358. Combinations
  359. -you can end every step or multibackdash with the safer version
  360. -24 step into a slightly early 42G can sandwich the backdash with microsteps forming a diagonal backdash
  361. -you can safer step into duck for a faster step duck, just buffer the 6 and time the 2G
  362. -you can 864 into a 436 repeatedly to create a fast 3D dash dance
  363.  
  364.  
  365. But all of this won't matter if you don't know how to apply movement to your game.
  366. ----------------------------------------------------------------------------------
  367. Part 8 - Applications - Not only should you know how to move efficiently and place the attacks you want out of
  368. movement, you should also know where it's safe to move the way you want to move and how
  369. position yourself on the stage effectively
  370. -you need to learn you and your opponents movelists and understand the ranges of their
  371. horizontals and unreactable moves as well as their speeds
  372. -ranges and speeds of horizontals will tell you where and when you'll be caught in a CH
  373. if they do a horizontal immediately out of hit and blockstun
  374. -unreactable moves have speeds that force you to guard or be hit if they're coming out,
  375. you'll run into moves if you dash forward into the range of those moves
  376. carelessly, or when your opponent is chasing after you it tells you when you
  377. need to start guarding or else you risk being hit before you can react
  378. -you need to understand their mixup range to see where it's mostly safe to be passive against
  379. the opponent, what zone you need to keep them out of
  380. -these ranges all tell you how and where you should move relative to your opponent to play an
  381. effective neutral game.
  382. -I'll probably go more into that in a neutral game tutorial.
  383. -Positioning on stage is a different matter.
  384. -don't do too many backdashes, you'll end up with your back to the wall or ring edge
  385. -sidesteps can help you move to a better position, the closer you are to the opponent,
  386. the more angular velocity you have, since you always move relative to them.
  387. -you orbit them in spirals toward or away from them.
  388. -it's important to know that sidestep brings you a little closer
  389. -if you both sidestep, you get closer that much faster
  390. -that'll happen when you try to head people off when they're
  391. trying to get away from the wall or edge
  392. -you can often predict when an opponent will see they're in a bad position and try
  393. to sidestep, you can exploit this
  394. -by edge or wall it's a good idea to do mostly step-catchers since they're really going
  395. to want to sidestep to reverse the position on you
  396. -try to prevent other position-changing moves or use them yourself to get out of trouble
  397. -if you can move faster and more efficiently with these advanced techniques, you'll have
  398. better control over positioning and can corner your opponent without even touching them
  399. if you have intelligent positioning.
  400. -You can exploit sidewalkers by letting them sidewalk to position a where if you follow them with your
  401. own sidewalk, they'll walk themselves into a corner.
  402. -you also might be going toward a ring edge, so right before you do, you should step in the other
  403. direction and swing back toward the center
  404. -just as sidewalking moves you around the opponent, if you both go in opposite directions
  405. the change will be twice as fast
  406. -you can use this fact to escape edges too, when the opponent is trying to
  407. head you off, if you go in the opposite direction that you'd expect,
  408. you'll instead improve your position quicker than if they stood still.
  409. -if you give up your advantage and dash toward them first before doing a bunch of sidesteps, you can
  410. act like you're coming in for a mixup and quickly get to safety.
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