super street fighter 4 arcade edition and tekken tag tounament 2 tutorial

the rhyme king

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and street fighter x tekken im making this tutorial so players can get better at fighting games.
this is manily for newbies trying to get better

How to read frame data

Here's what the text on the frame data pages means.

Move: The name of the attack you're using.

Startup: The number here represents how many frames of animation take place before this move is capable of hitting your opponent.

Active: Short for Active Frames. The number here shows how many frames of animation a move is capable of hitting for. For example, Ryu's Standing Hard Punch when used up close has 7 active frames.

Recover: Short for Recovery Frames. This number shows how long it takes you to finish off the animation for a move before you can input another command.

Total: Total number of frames before the move's animation is complete and you can do another action.

Frame Adv. Block: Short for Frame Advantage after Blocking. A number with a + before it means how many frames faster than your opponent you will recover if they block your attack. Negative numbers mean how much faster your opponent will recover than you after blocking it.

Frame Adv. Hit: Short for Frame Advantage after Hit. A number with a + before it means how many frames faster than your opponent you will recover after successfully hitting them with this attack. Negative numbers mean how much faster your opponent will recover than you after being hit.

Block stun: If your attack is blocked, this number shows how many frames of animation your opponent will be stunned for.

Hit stun: If your attack lands, this number shows how many frames of animation your opponent will be stunned for
 

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Buffering

In The King Of Fighters, performing a normal attack and cancelling it in the middle of its animation with a special, cancelling the ending frames of the normal move's animation (like Kyo's CD attack into his Aragami Style No. 104: Wild Bite or a R.E.D Kick). This is a tactic usually used to manipulate the rhythm of the opponent, or to bait them.
In Capcom games, buffering a non-special move into a special move so quickly that the special move comes out before the normal move ends (often making a combo). This use of the term is synonymous with the term 2-1 combo.
Entering the commands for one move while your character is still in the animation of another move, so the second move comes out as soon as the animation ends. This is an important element of 3D fighters, not in and of itself, but because many 3D fighters have "glitches" or "unintended features" which modify the properties of buffered moves compared to if they were simply immediately executed after the last move. The most famous of this is the tactic in Tekken Tag Tournament of buffering a low parry with an Electric Wind Godfist movement. If it is buffered, the computer will choose to execute the move only if it is in the best interests of the player, a process known as option select
 

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Cross-Up

A cross-up is a situation where it is more difficult for your opponent to determine whether they must block left or right. Most commonly, this is done by attacking while jumping over your opponent so that it hits as one passes over them. Cross-ups are most easily used in many games after knocking down your opponent, as the opponent will be unable to move or attack while the attacker begins the cross-up (see okizeme).

The term 'cross-up' generally refers to jumping attacks, but is sometimes applied to any situation in which an opponent may have difficulty in determining which direction to block in. In particular, when dashes pass through their opponent it can create cross-up opportunities on the ground. When an opponent must also guess or react quickly to block high or low, or to defend against a throw, the more general term mix up is preferred.

Starting combos with a cross-up is preferred because it makes the combo more difficult to defend against, as well as providing an extra hit.

Cross-ups originated from Street Fighter II as a glitch, though much like combos, they were later intentionally maintained by the developers to add depth to the game. Crossups were not only implemented into the system, but, for example, Iori from King of Fighters's air Back B command actually has him kicking backwards after jumping over an opponent, and ideally only useable for easy crossups. There are also characters like Felicia and Sasquatch from the Vampire series who have dashes that can cross up with out having to be in mid air.
 

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link

Linking moves is the act of performing a move with quick startup immediately after a move with quick recovery has connected while your opponent is still in hit stun, thus linking both attacks together into a combo. In general, a combo can be formed either by canceling one move into another move, or by linking one move into another move. The difference is that in canceling, the animation of the earlier move is interrupted, whereas in linking, the animation of the earlier move is not interrupted.
 

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Mix Up

Mix up is a strategy or technique of making one's attacks more difficult to predict. In 2D fighting games such as Street Fighter or The King Of Fighters, it typically involves using Low attacks, Overhead attacks, Throw attacks, and generally any assortment of attacks which require different actions from the opponent in order to defend against them. Mixups become more effective as the variety and complexity of the required defenses increases, and as the amount of time available to react decreases. When used in a pressure string, mix up can allow a player to connect a combo or score a knockdown to continue the pressure if his opponent fails to correctly guess what to do, how to evade/counterattack or where to block.

Certain mixups are so effective that they are frequently considered impossible to defend against except by luck or knowledge of your opponent's tactics; in this case, they are sometimes called 'resets.'

Mix up can also refer to the strategy of entering poses or stances which have multiple moves with different attack properties available to them, such as Lei Wulong's animal kung-fu arts.
 

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Poke

A poke is generally a quick attack that is done to hit an opponent from just about the maximum range that specific move will allow, generally done as a single attack to generally accomplish any of the following things (sometimes more than one): to stuff an opponent's current attack, even one of their own pokes; to create distance between the two players; to deal "safe", unpunishable damage.
 

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Pressure

Pressure involves using a sequence of attacks to keep an opponent on the defensive and often involves okizeme and mix up tactics. The purpose of pressure is to keep an enemy from effectively attacking back until they make a mistake, usually allowing for a damaging command move or combo to be performed.
 

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Priority

A descriptive measure of an attack's tendency to strike the opponent when that opponent is also attacking. In general, higher priority attacks always interrupt lower priority attacks. It's important to note that "priority" is usually simply a term of convenience - very few games actually have an internal mechanism that governs the resolution of attacks via priority. Instead, priority arises as a consequence of the characters' hit-box properties during a move. Typically, hit-box properties can lead to priority in two ways. First, during the move, the character's attacking hit-box can extends far beyond his target hit-box such that he can hit the opponent without being hit. Second, priority can arise when a move allows the character to attack another character while being invincible for a certain duration of the move (where such invincibility is usually the consequence of the complete absence of a target hit-box). An example of a high priority move is Ken's Shoryuken in the Street Fighter II series, a move which had extensive invincibility frames during its startup. In later renditions of Street Fighter II, the amount of invincibility frames was reduced, but even when not invincible, the attacking hit-box remained a great deal larger than the target hit-box for a relatively long duration of the move.
 

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Punish

Attacking an opponent who is recovering from performing an attack. It is, of course, easier to "punish" whiffed attacks, as well as attacks that have high recovery time.
 

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Recovery

The time or frames it takes for a character to return to a neutral state after the frames in which the attack actually hits have passed. The shorter the time, the better.
 

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Whiff

A move that misses the opponent completely. Sometimes used intentionally to bait an opponent, build super meter, or reduce recovery time in slow moves by cancelling them into a quicker move that whiffs.
 

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Frame Trap

A tactic in which you use a move that seems to be punishable but is actually advantageous on block, baiting the opponent into being punished when they attempt to retaliate. An example of this would be Lilith's c.HK canceled on block into her Luminous Illusion, in the Darkstalkers series.
 

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[ame=http://www.worldstarhiphop.com/videos/video.php?v=wshhUJc6o9g8kKrdn2Px]Video: Sasha Go Hard (Chicago) - Pretty Fly[/ame]
 

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Frame Advantage

A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
 
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