Eddy Wang
Skarlet scientist
I'm delighted to share with you a truly exceptional piece of work. Our own @Eddy Wang has put tremendous effort into preparing a unique analysis of a set between @SonicFox5000 and @Tweedy. Read the descriptions below and enjoy the video. Feel free to comment to share your gratitude towards Eddy, ask any questions, or to request a similar analysis for another FT3 set.
The visual enhancement in this video is a sort of radar that says "Kounter Speed Trap". If you have ever seen Formula 1, on longest straights there is a radar that measures how fast the car was going before hitting the breaking point.
This concept has been applied to the above video, so that at every single moment a player, jumps, runs, uses an interactible, whiffs a heavily punishable move (like throws or oki or specials with long recovery on whiff, blocked uppercuts) this player will put himself under a imminent counter situation. This means that this player, at that particular time, has opened himself up for nearly a second where he can be counter attacked.
It has stats as well, so it counts how many counters a player has taken per round, and as well has how many clean hits (normals hits without being a punish), how many breakers used in a round etc.
Hope you guys enjoyed, and I will take request to do this to certain matches (first of 3 at best) just name one.
This video also helps to spot more windows where you can counter-attack and formulate new strategies, find more weakness against these damn monsters and, of course, have fun.
If there is a match you guys want to see (first of 3 at max) with visual enhancements lemme know. The one with the most rates will get a version of this.
Enjoy
Sneakily edited/promoted by the Tortoise
The visual enhancement in this video is a sort of radar that says "Kounter Speed Trap". If you have ever seen Formula 1, on longest straights there is a radar that measures how fast the car was going before hitting the breaking point.
This concept has been applied to the above video, so that at every single moment a player, jumps, runs, uses an interactible, whiffs a heavily punishable move (like throws or oki or specials with long recovery on whiff, blocked uppercuts) this player will put himself under a imminent counter situation. This means that this player, at that particular time, has opened himself up for nearly a second where he can be counter attacked.
While on imminent counter, if a player is anti-aired or whiff punished, another helper will display on the screen measuring his reaction time, so you guys can have an idea of how fast one player can guess or react to it.
There are rules to what are hard reads and what are reactions, a hard read is trapped from 1f to 14, reactions goes from 15 above, so the radar will go from purple (fastest time) to red (slowest time which is over 40f)
There are rules to what are hard reads and what are reactions, a hard read is trapped from 1f to 14, reactions goes from 15 above, so the radar will go from purple (fastest time) to red (slowest time which is over 40f)
From the instant the imminent counter starts, to the point where the player executes a move, the time taken until the first active frame will be measured as the reaction time of the player by the execution frame being the frame of reaction time or hard read (which isn't exactly reacting)
It has stats as well, so it counts how many counters a player has taken per round, and as well has how many clean hits (normals hits without being a punish), how many breakers used in a round etc.
Hope you guys enjoyed, and I will take request to do this to certain matches (first of 3 at best) just name one.
This video also helps to spot more windows where you can counter-attack and formulate new strategies, find more weakness against these damn monsters and, of course, have fun.
If there is a match you guys want to see (first of 3 at max) with visual enhancements lemme know. The one with the most rates will get a version of this.
Enjoy
Sneakily edited/promoted by the Tortoise
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