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- MOVEMENT TUTORIAL
- Let's quickly run through the basics.
- --------------------------------------
- Part 1 - the bare basics
- Three main types of movement, forward, back, and side movement
- -You can move in eight directions just by pressing your directional pad or stick in the direction you want
- to go.
- -You can buffer movement
- -guard restrictions
- -moving from a standstill or changing directions causes you to be unable to guard,
- for movements other than straight forward.
- -you can guard at frame 16 for backstep, at frame 14 for sidestep, normally
- -1/7 step counts as sidestepping in regards to being able to guard out of it
- -this is after you finish your input
- There's three main ways of doing those movements, holding, single tapping, and double tapping.
- -----------------------------------------------------------
- Part 2 - inputs
- -single tapping allows you to move a fixed distance
- -returning to neutral cancels the holding movement animation and triggers a new one
- -the game gives you some leniency, some time for you to do some combinations of inputs
- so you don't need to, say, only be inputting forward for one frame to get a tap,
- or have to press down and A at exactly the same time to get a 2A to come out before
- it starts counting as a sidestep and giving you 22A. At the same time, the game
- can't just have you do nothing while it waits for you finish your input, that
- wouldn't be very responsive.
- It's important to know what for example a "tap" really is or what state transitions
- are happening to make both leniency and responsiveness possible because we can take
- advantage of details like that, which I'll be getting into after I finish with the
- basics here
- -allows you do to do any single-direction move during the movement except a move in the same
- cardinal direction as it will think you're trying to do a double tap 8WR move
- -diagonal moves with the same cardinal direction will read as an 8WR move
- -done properly, guarantees you won't enter 8WR
- -holding directions sometimes has a slow startup animation, sometimes doesn't
- -holding a direction and pressing an attack button at the end of the input leniency period
- can allow you to move a short distance and attack in the same direction
- -double tapping cancels single tap movement and allows 8WR moves
- -the dark arrow means 8WR direction which can be inputted as a double tap
- -sidestep 8WR moves have an in-built 10 frame delay,
- or rather, 10 frames of 8WR required first
- -as long as you don't return to neutral,
- switching to adjacent directions does not reset the 10 frame requirement,
- so you can do something 6632A to get 22A or 2214K to get 44K
- -gives access to triple tap for dashing and attacking with a single-direction move
- Now let's talk about each major movement direction specifically.
- --------------------------------------------------------------
- Part 3 - Forward Movement
- Forward movement
- -this is the safest form of movement because it be cancelled immediately into any movement or guarding
- -if hit out of forward movement the property is Normal Hit
- -the holding dash is somewhat new in SC6, where before your character would take a moment to get moving,
- in this game that moment is very brief, making other techniques not as important, but still
- necessary for getting to certain positions as quickly as possible and using the right attack.
- -holding dash is still the best for using 6, 3, or 9 moves after moving a short distance
- -during the beginning of the holding dash, you're in a run startup animation,
- (which can be cancelled any time) where if you press a button,
- you'll get a 6 attack. Swivel the stick or press the dpad up or down while
- still holding forward, to make a diagonal input, and you'll get a 3 or 9 attack
- if you press an attack button.
- -this can extend the range of your 6/3/9 attacks a short distance
- -you're not counted as in 8WR yet, so 2_8 attacks may be cancelled into immediately, too
- -keep holding and you'll enter a run, which I'll talk about in a bit.
- -single tap dash, or forward step often makes a quick step forward after a short delay.
- -The animation begins after you return to neutral after the tap,
- so you can extend the distance of the step by doing a slower tap,
- holding for a moment and then releasing.
- -If you hold too long it'll count as a holding dash,
- and your release will do the run-brake animation instead.
- -Once you release the direction, your character keeps moving forward until the step is finished
- -this allows you to return the stick or dpad to neutral and move while waiting to time
- neutral attacks like AA or BB when you've reached the spacing you want.
- -Some characters have really bad forward steps, but for a lot of characters this results in the
- fastest movement across a medium distance, especially when you don't have time to buffer
- a double tap dash. There is a slight startup to it, though, where you aren't moving
- very fast.
- -press and hold forward again during the forward step and you'll transition into a full run,
- as if you did a double tap. Cancelling into a full run can cut out the slow movement
- at end of the forward step.
- -double tap dashes immediately put you into a full run state with no slow startup,
- the only drawback being the time it takes to physically do the double tap, in situations where
- you're not buffering it.
- -press button at the same time or after the second tap and you will get a 66 move.
- -the 10 frames of 8WR requirement starts ticking down after the second tap,
- allowing you to rotate the stick or slide your thumb around your dpad
- or hitbox or whatever to the direction of the 8WR move that you want.
- -tap forward a third time and it'll be read as a single tap for 6-moves, or more technically,
- release the forward direction during the full run and you enter a run-brake animation
- that allows the most of the same things that the idle stance does.
- -a short delay between releasing forward and doing 3/9, 2/8,
- and neutral attacks is needed, none is needed for 6 moves or 4/1/7 moves.
- -as a rule of thumb, doing moves that use directions opposite to your movement
- can done without worry of something else coming out.
- <Demonstrate dashing in from different distances in different ways>
- -<holding-6 attacks, single tap attacks, slow-tap, 6653 attacks, 6632 attacks, tap then hold,
- fast double tap techniques>
- -all backdashing and sidestepping are accessible out of all forms of forward movement,
- except full run into holding step, as you counted as being in 8WR, giving a side-8WR instead.
- What's the difference between that and a sidestep? We'll get into that when we get into side movement,
- which is right now.
- ------------------------------------------------------
- Part 4 Sidestepping - inputs work a bit differently, this time if you do a single tap, it doesn't matter how
- briefly you tap, the game will seamlessly transition the animation for a holding step into
- a single tap step.
- -there's four stages of the sidestep: the microstep window, the unguardable period,
- the dash-cancel window, and the guardable or 8WR period.
- -for the first seven or so frames, you can guard cancel out of a sidestep
- I and others call this is a "microstep."
- -some characters move a significant distance during this window,
- as most characters begin moving enough to get out of the way of the linear
- attacks starting at around frame 6 of the sidestep.
- -Doing a microstep and then guarding can result in a safer sidestep.
- -If your character standing hurtbox is thin enough, you'll narrowly escape
- some vertical moves while still being able to guard horizontals in time.
- -the ability to guard cancel immediately after beginning a sidestep is something
- that can be used to cancel anything that transitions to sidestep into
- guard or something else.
- -after the microstep window, there's seven or so frames where you can't guard.
- -as with the other stages, you can still cancel into attacks or GI.
- -I don't know how to test exactly when the guardable microstep period ends
- and the unguardable period begins, but the unguardable period for sure ends
- by frame 14, and you will be hit by horizontals on frame 12.
- -however, you can also cancel any sidestep into a dash at frame 12,
- and dashes are immediately guard cancellable.
- -if you do a single tap sidestep and then buffer a single tap dash and return to neutral
- before the dash cancel window begins, you can hold guard and be able to block
- attacks coming in at frame 12 rather than 14.
- -if you're doing a holding sidestep or double tap sidestep, you will transition to side-8WR
- after the guard cancel window ends. You're still able to use 8WR moves at frame 10+.
- -I tend to call side-8WR "sidewalking" because it's slower than the other forms of
- side movement, and won't allow you to evade some verticals.
- -The fastest and most evasive form of side movement, some might be surprised to hear,
- is done by holding up or down, what I'm calling the holding step.
- -there's a brief burst of speed before transitioning to sidewalking.
- -it's required for some characters in specific situations to get around some
- verticals.
- -but, you don't have access to any of the sidestep dash cancel techniques.
- -there's also the similar pros and cons to holding steps and single taps
- as with dashing, you can cancel holding steps within 9 frames
- into attacks with the direction input as the step, and you can
- time attacks more freely with single tap stepping.
- -if you hold step in the 8 direction you can do 7/8/9 moves,
- in the 2 direction you can do 1/2/3 moves.
- -the single tap release doesn't cancel the holding movement during sidesteps
- like it does during dashes though, so what's actually happening when
- you single tap, you're cancelling the faster holding dash seamlessly
- into the single tap, which will end in a braking animation which
- guarantees you won't enter 8WR.
- -if you double tap quickly before the step ends, you pretty much get the same thing as
- a single tap, as the second input won't start another step unless you wait until
- the step ends.
- -But, you will guarantee that an 8WR move will come out if you
- press a button.
- -Here you can also swivel the stick or slide your thumb across
- the dpad to the 8WR move direction you want, and the move will come out when
- the 10 frames of 8WR requirement is up.
- -if you want to do repeated steps, mashing a direction at the rhythm of the dash-cancel window
- timing will make you go the fastest. This will allow you to step some multihit moves
- that will retrack against sidewalk, but you can't guard during some of it.
- -you CAN guard during the microstep phases of these.
- -that's the advantage to sidewalking, you can guard at any time start at frame 14
- since you started moving or changed directions, and don't need to time a step.
- -it tells the opponent, hey, I can't be hit by paper thin verticals right now.
- -also, you can pull out a side-8WR move at any time, which tend to be strong.
- -in the direction toward your opponent, however, you're standing still,
- actually slowly moving toward them unless you're using 1/7 sidewalking
- which is even less evasive and you can be CH'd by anything.
- -while sidewalking if they do a horizontal at speeds you can't react to, you'll
- be CH.
- -1/7 walking also counts as backdashing, so you will be CH by verticals, too.
- -this is true for all sidestepping, if you're hit by horizontals, you get CH,
- if you get hit by verticals, like in the beginning of your sidestep,
- it's NH.
- -also worth noting that if you want to move forward or back out of backwalk,
- you should do single taps unless you want to maintain 8WR for 8WR moves
- -so we went over sidesteps into dashes and sidesteps into more sidesteps,
- let's talk about sidestep into backdash
- -backdash can be buffered, but it comes out at the timing of step guard rather step dash
- -for most purposes, this is fast enough, but there are two ways to step into backdash
- more smoothly.
- -the first one is to do microstep backdash, or 24 stepping. You can guard out of the
- beginning of sidestep, so you can also backdash out it.
- -I guess you can forward dash out of it too, haven't really thought about the
- applications of that.
- -effectiveness of this varies by the character you're using and the character
- you're fighting against.
- -it's extremely good against characters that don't have
- fast mid range horizontals, which are the main way of beating it.
- -you can do them repeatedly to run away from soul charges, but after two of them,
- the game seems to prevent you from doing another one until you press
- G or forward.
- -If you do it too slowly, only one will be allowed.
- -to get around this limitation, we can do a half circle on every third
- 24 step, a complete cycle being 24 24 63214.
- -I usually like to start with a regular single tap backdash.
- -the second is to do a full sidestep into a dash to cancel it early, but immediately
- backdashing out of the dash before it goes anywhere.
- -Using the same technique as the safer step, the 865G, we buffer the dash during
- the step, but this time, we time a single tap backdash at the
- start of the dash.
- -The difference is minor, you seem to be saving two frames, but it's there.
- -if you do it too fast, I think the backdash buffer overrides the dash.
- -probably the least important technique I'll tell you about.
- The 24 or 214 stepping backdash cancel is probably the real metagame shifter,
- speaking of which it's about time we talk about backdashing.
- -------------------------------------------------------------
- Part 5 - Backdashing is slightly more unsafe than sidestep, my testing has you guarding at frame 16,
- I've heard 15 being thrown around.
- -the main way to backdash is to single tap with every character but Maxi. His backdash sucks.
- -slow tapping is similar to sidestep except to stand lose a lot more distance and speed
- if you don't do brief taps, holding backdash is that bad, whereas holding steps are good.
- -holding backdash is only useful for backing up and doing 4/7/1 moves at precise spacings
- -double tap backdash immediately puts you into backwalk, it cancels the single tap backdash
- -backwalk can be cancelled into another backdash, which brings us to our second backdash cancel,
- 4, 44, 44 stepping.
- -the first back input does a single tap backdash. Then you wait for the backdash to
- go somewhere, but before the backdash ends, you press back again to cancel into
- backwalk, and as fast possible tap back again to cancel out of backwalk into
- another single tap backdash.
- -you do the first backdash as a single tap, and then double tap to start backwalking
- and cancel into another single tap backdash.
- -this is the easiest and most universally effective backdash cancel.
- -I call it the DOA backdash because the player BlackMambaMoan started doing this at
- SCR 2011 I think it was where they had the SC5 beta, and he backdashing like
- crazy with Pyrrha and said he was doing it like a DOA backdash cancel.
- I didn't think that was the fastest and kept doing my SCIV style 214s until I
- saw Hates do it like a year later.
- -it wasn't much faster for Yoshi but the reason it was much faster for almost every
- other character, and this remains true in this game, is that there are fewer
- periods of stopping or slowing down, between your backdashes you're backwalking,
- not starting up a sidestep. In this game, that sidestep startup is actually
- useful but for pure backward movement, this is faster.
- -the annoying part of this technique is that it's hard to tell whether you're in
- a backwalk or a backdash.
- -Odd number inputs will give you single direction attacks as usual,
- but if you're not committing to a specific number, by the time you
- want to act on something the opponent did, like a whiff, you're still
- pressing back direction and need to think for a moment before acting.
- -if I want to 4KB whiff punish for example, I need to do a 214KB so I
- don't get 4KB, in SCV I couldn't tell when I could 22B, anyway..
- -backwalk also requires an unbuffered double tap to get you moving forward
- any time soon, here's what it looks like if you try to tap or hold:
- -at least you can force yourself to get moving, though, if you try that
- during a regular single tap backdash, there's always a delay
- unless you use an advanced technique. It's a shorter delay,
- and nobody seemed to notice it during the beta and it drove me
- crazy because this isn't in any other Soulcalibur, usually you
- could seamlessly tap back and forth.
- -this is one thing I would ask Okubo to please fix, because the
- technique to get around it is fairly difficult and
- wasn't needed in any past game, it just makes the
- movement feel clunky. All the other weirdness about
- the movement system makes the movement feel smoother.
- -but before I tell you about that I need to tell you about
- backstep microstep G, or 42G
- -and before that I should that when you backwalk, if you want
- to sidestep you should do a single tap unless you want
- to maintain 8WR.
- -holding dash works fine out of single tap steps.
- -42G or 48G is the fastest way of cancelling to guard after a backdash.
- -it allows you to guard on frame 14 by cancelling the backdash into a microstep
- and then guarding out of that microstep.
- -now, it isn't that simple otherwise you'd be able to guard even earlier.
- -if you try to cancel earlier than that, the game will force you
- to go through more frames of the microstep before allowing you
- to guard.
- -this way, you can adjust how far to the side or backwards your movement
- your movement goes, but if you want to do that, most of the time
- I think it's better to do the microstep first if you want to
- evade anything, though this will make your backstep less safe.
- But, you can always combine the two.
- -if you time the 2 well, you won't sidestep much at all
- and will backstep almost full length.
- -if you use 8 you won't jump unless you hold 8 too long
- -so that's the safer backdash.
- -The last advanced backdash technique might be the fastest, but it requires some strict timing, 4 g4 g4
- -pressing guard near the end of a single tap backdash allows you to backdash again
- -if you're too early, it won't work, if you're too late, it won't work at all either.
- -the reason that being late won't work seems to be that you aren't actually guarding
- out of backdash here and then backdashing out of guarding, for whatever reason,
- pressing G allows you to backdash again at a specific timing
- -after you press G, you should release it and backdash again as quickly as possible so that you
- don't enter the slow braking period of the backdash.
- -that's why it's as good or even better than the 4 44 DOA backdash cancel, you're mostly only
- doing the fast part of the backdash, depending on the character
- -characters like Mitsurugi and Nightmare have amazing 4 g4 g4s but have worse 4 24 24 backdashes
- -for whatever reason these characters get their backdashes shortened when you try 24s.
- -their backdashes are so good that their 24s are still better than some others.
- -The guard input also allows you to dash forward out of dash a bit faster I think, but we can do better.
- -we can backdash, microstep, and then dash forward to get that quick back and forth movement
- that for whatever reason the game doesn't allow by default.
- -to do this we tap backward and do a fast quartercircle forward, a 4236, or just a 436 works.
- -holding dash, double tap, or quick release tap all work out of it.
- -you get a small step out of it if you do it slow, but I wouldn't rely on it.
- -the point is to quickly move out of range and run back in before your opponent can react,
- it looks like you're backing off for a moment and then you're running right back in.
- I think that's everything related to backdashing, now I'm going to talk about movement out crouch
- and force crouch
- --------------------------------------------
- Part 6 - Crouching is done by pressing 2G, you're in full crouch at frame 3, you don't need to be holding guard
- to stay in crouch, just be holding down. While rising is accessible if you hold down for three frames
- and release and press an attack button, the fastest while rising attacks from standing being four frames
- slower than if you did it from crouch. For FC attacks I like to tap G and hold down for the required
- amount so it's harder to see me guard.
- -any time you can guard, you can crouch. So for all these techniques that make it possible to guard
- earlier, it also allows you to duck earlier.
- -so this speeds up step-ducking, which is just ducking as soon as you can after you step,
- which allows you to dodge both linear moves at early to middle timings and
- high horizontals at middle to late timings
- -jump attacking doesn't require you to be able to guard, so you can step jump attack to beat
- low horizontals at even earlier timings, because you can attack out all movement
- -some moves cause you to end in crouching, which is recover crouch, and blocking some moves
- cause you to crouch, which is forced crouch -- there's a key difference here.
- -holding movement is delayed out of recover crouch, so you should tap or double tap out.
- -however in force crouch, both holding movement and single tap movement is delayed, so you
- should probably do double tap movement if you want to move at all.
- -Holding down 2 will usually keep you crouch, unless it's recover crouch and you start holding
- very early.
- -you can still do 6 and 4 and 66 and 44 moves immediately out of these states, along with 789s
- -if you don't move or hold down out of these crouching states,
- you'll be in the while rising state for a short period.
- -you can use movement to get yourself out of these crouch states and into the standing state
- for standing moves sooner than if you waited, this is required for some combos.
- -and yes I'm implying that you can not only recover crouch cancel,
- you can force crouch cancel in this game
- -RCC is done by tapping or double tapping, FCC is done by double tapping.
- -apparently you can also RCC by holding down early, I'll have to try it
- Alright, I think I covered everything, but let's review all the advanced movement techniques and talk about
- movement combinations:
- --------------------------------------------------
- Part 7 - Review
- So, we have
- -safer step 865G / 2632G
- -multistepping 8888/2222
- -step dash is done normally with any combination of single tapping and holding,
- -if you're 8WRing you need to double tap
- -faster step backstep 864/264
- -microstep backdash 24/84
- -DOA backdash backwalk backdash 4 44 44
- -4 g4 repeated backdash
- -safer backdash 42G/48G
- -backdash step aka boxstep doesn't need anything advanced but it's an important techique for getting away from
- fast horizontals while being able to step away from verticals
- -also if you get hit by verticals during the beginning of the sidestep you won't get CH, so you can use
- this fact to protect yourself from CHs and LHs from backdash counters.
- Combinations
- -you can end every step or multibackdash with the safer version
- -24 step into a slightly early 42G can sandwich the backdash with microsteps forming a diagonal backdash
- -you can safer step into duck for a faster step duck, just buffer the 6 and time the 2G
- -you can 864 into a 436 repeatedly to create a fast 3D dash dance
- But all of this won't matter if you don't know how to apply movement to your game.
- ----------------------------------------------------------------------------------
- Part 8 - Applications - Not only should you know how to move efficiently and place the attacks you want out of
- movement, you should also know where it's safe to move the way you want to move and how
- position yourself on the stage effectively
- -you need to learn you and your opponents movelists and understand the ranges of their
- horizontals and unreactable moves as well as their speeds
- -ranges and speeds of horizontals will tell you where and when you'll be caught in a CH
- if they do a horizontal immediately out of hit and blockstun
- -unreactable moves have speeds that force you to guard or be hit if they're coming out,
- you'll run into moves if you dash forward into the range of those moves
- carelessly, or when your opponent is chasing after you it tells you when you
- need to start guarding or else you risk being hit before you can react
- -you need to understand their mixup range to see where it's mostly safe to be passive against
- the opponent, what zone you need to keep them out of
- -these ranges all tell you how and where you should move relative to your opponent to play an
- effective neutral game.
- -I'll probably go more into that in a neutral game tutorial.
- -Positioning on stage is a different matter.
- -don't do too many backdashes, you'll end up with your back to the wall or ring edge
- -sidesteps can help you move to a better position, the closer you are to the opponent,
- the more angular velocity you have, since you always move relative to them.
- -you orbit them in spirals toward or away from them.
- -it's important to know that sidestep brings you a little closer
- -if you both sidestep, you get closer that much faster
- -that'll happen when you try to head people off when they're
- trying to get away from the wall or edge
- -you can often predict when an opponent will see they're in a bad position and try
- to sidestep, you can exploit this
- -by edge or wall it's a good idea to do mostly step-catchers since they're really going
- to want to sidestep to reverse the position on you
- -try to prevent other position-changing moves or use them yourself to get out of trouble
- -if you can move faster and more efficiently with these advanced techniques, you'll have
- better control over positioning and can corner your opponent without even touching them
- if you have intelligent positioning.
- -You can exploit sidewalkers by letting them sidewalk to position a where if you follow them with your
- own sidewalk, they'll walk themselves into a corner.
- -you also might be going toward a ring edge, so right before you do, you should step in the other
- direction and swing back toward the center
- -just as sidewalking moves you around the opponent, if you both go in opposite directions
- the change will be twice as fast
- -you can use this fact to escape edges too, when the opponent is trying to
- head you off, if you go in the opposite direction that you'd expect,
- you'll instead improve your position quicker than if they stood still.
- -if you give up your advantage and dash toward them first before doing a bunch of sidesteps, you can
- act like you're coming in for a mixup and quickly get to safety.
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