Predicting And Understanding A Situation


timing and tempo is everything
you can have all the knowledge of the games engine, understand frames, know the ranges/spacing properly but if you cant switch up the timings of your attacks/moves youll get blown up regardless. your issue too is that you might think with too much logic and this can become a issue at times when you are dealing with someone who does the illogical.
trying to think about conditioning too much will give you a rhythm to your attacks or you’ll get tunnel vision.

I’ve seen people get on tilt because they judge the entirety of a players game based on how they should be winning in a certain situation/sequence yet they get stuffed. they cant understand why and it causes them to question everything theyve gathered on their opponent during the set making things more difficult then they should be.

I know this is street fighter but…
I play really good old school players all the time in tekken theres is one who i play who blocked almost everything I did. I was playing patient, I was spacing but I rarely hit him. getting every move blocked can really hamper you and I started to wonder why and ill never forget what he said to me… we were playing a match and I did a low poke and it hit him. I was gonna do a small twtich and do it again but as he got hit (for the first time in like 2 min) he said

“You are gonna do that poke again and im gonna block it and fuck you up for it.”

I paused because he knew my timing perfectly and he was right. at the moment, at that second i was gonna do a twitch and do the low poke again. of course he hit me cause I was caught in this revaluation. I study the game, know almost all the general and character specific things but I was predictable and I got hit not only because he startled me but because I was uncomfortable outside my own created rhythm. I needed to think faster on the fly. I always slightly noticed this against good players but I never had fully realized it until that moment. I started to switch up my timings, every individual backdash, movement and I started to take games off of him.

everyone else has said it but it bears repeating theres no easy way. you have to play the people that will beat you. the ones that will destroy you. the goal sometimes is not to win but to force them to change the way they beat you.
once you learn how to force the match to evolve where you are both making adjustments that will show you are becoming better. use your skill, knowledge/thinking to use your adjustments to make them adjust and try to impose your game upon them in the moments where it unclear who has the advantage or the neutral, and switch up your timing!!

Good luck!


To be honest. I completely disagree with the idea of playing players better than you. I have been playing players better than me for years and I’m still in the same boat. All I learn fighting way better players is how to behave in certain situation but not understand why. They also train me to play worse to a point where I my anti air is trying to attack a player standing still. In other words, when I play someone better I’m just left there guessing which is the right way to play to win. Then I play another good player and find out what I just learn doesn’t work. Then the circle repeats over and over again. I played so many players who beat me with 3 digits. I know from experience that doesn’t plain work for me. The first match I have with them its much better than the 100th one. It just overwhelming playing players way better not challenging. It just get depressing after the 10 win a row, because I can tell I’m going to lose badly over and over again. I rather play someone who I can win some and he can win some or even better training room/ Every time I play the game I lose by the same bullshit situation. I think its because I dont go to training room enough and prepare in advanced. Like a jump in. Sometimes I anti air but sometimes I dont. Sometimes I get my ass kick hard because of one miss. I feel like I’m just not robotic enough to beat does or maybe it just lag changing the animation start up timing? I know for a fact fightcade load a very old correct input state and replay the game super fast with new ‘updated inputs’ up to the current frame your inputs it up too and cause the start up animation to look like it skipped/teleported.(it figure it predicted the player pressing a button on the wrong frame).
I do understand different timing is required but to what extend? Do I count in my head to keep in ‘time’? Do I just delay my timing just because I feel like it? Do I delay because It was beaten before? When to adjust my timing? How can I learn to recognize my own rhythm/timing and know its being beaten?


Well, not so much better that they’re clobbering you before you even realized what happened. I mean, playing against those kinds of players is useful too since you can see how a much better player would deal with certain tools. I’d say if you can find a player that you can beat even 1 out of 10 times, that’s a player that’s worth keeping in your back pocket. He’s better than you to the point where you can learn useful info from him, but not so much better that victory is completely out of reach. It’s also easier to see the progress you make pay dividends in actual matches, as opposed to a player where there’s a huge gap between you two.

That said, even if you do get completely mollywhopped by a far superior player, there are still things you can learn. A decent player can often point out your weaknesses and how they’re exploiting them in order to beat you. Use that knowledge in order to improve your own game.


This is obviously because you aren’t learning. You just don’t have what it takes to soak up the knowledge. And I think the most important thing to take away from all of this is that you aren’t nearly ready to start trying to program or condition your opponents. To the point that I will say if you started trying to do that you will actually hurt your progression.

Also I don’t think you have been “playing” for years. The way you have described your arcade days is an indicator that you can’t count any of it as time you have put into fighting games. If you are doing things and you don’t know why, or you haven’t been playing with 100% dedication to improve, scrap the time from your memory. In fact, drop everything and start fresh. Today can be your day one.

You don’t want to play robotically because that will make you predictable. Trying to play that way is giving your opponent the edge.

Stop worrying about loosing 100 games straight. And start focusing on why. I guarantee you that if you just chilled out and make a mental note of what happened that caused you to take a big chunk of damage, you could improve. Because you can take that info into the lab and practice how not to do it, how to do it better, how to just not be in that situation all together.

When you are playing somebody and they are kicking your ass, ask them why they find you so free. A dick will be a dick, a decent person will tell you what you are doing wrong. Take that info into the lab and practice what you need to.

If you aren’t consistently anti airing, practice it in the lab. Always set the dummy you are practicing against to be the character your opponent has been using to destroy you.

If you are anti airing a dude standing on the ground. Then suck it up bitter cup you are just shit. And that is an important lesson to learn. Because you can grow from that point. Until you accept what your level of play is, HONESTLY accept an HONEST level, you can’t grow.

ADD is bullshit, forget that’s even a thing. Because your responses show you just don’t know how to learn. Not that you know and you can’t do it.

I would recommend learning a few combos again. A corner combo, a mid screen combo, and a CA combo. Learn what your poke is and learn your anti airs, remembering that at different distances you anti air with different buttons. If you are playing as Ryu, don’t dragon punch. You can worry about the dragon punch later, as in months down the line.

Accept this will all take a lot of time and real focus. If you are ADD take your meds and try and focus. If you find yourself losing focus, take a break. And I complete believe you should maybe have an elastic band around your wrist that you can use to inflict some pain on yourself when you zone out. Verbally accosting yourself is helpful too.

Then do this shit.

Go into the lab and practice those combos. Do your first combo for about an hour. Hit reset after each attempt, shake your hands, flick your fingers a little. Anything to break the rhythm of practice, then repeat the combo. Do it at a moderate pace. Going through the combo as fast as you can, hitting reset instantly and going through it as fast as you can again, over and over and over, will have limited effect on your muscles remembering whats what and make it a little tougher for your brain to take it all in. Just accept you need to spend sometime doing the boring training stuff and get it done. After that first hour take a break for 20 minutes or so, get up and walk around and let your hands relax. Have something to eat, have something to drink. Then get back to training. Repeat the combo for 30 minutes. And take a 10 minute break. Then come back to the lab and repeat it for 15 minutes. Then you are done with the first combo. The spaced repetition helps you take a lot more in a lot quicker. Then save the next combo for the next day. Repeat the process and do the third combo the following day. Don’t even bother playing online for this first couple of days because you are trying to get your shit down. Once that is done, find out your best poke and practice it. Learn to perfectly space it. Have the computer walk the dummy forward and then back and then forward. You need to move with him and learn what it looks like when you are both moving and you can space your poke. You want to get it as close to max range as possible. Do this for as long as you can stay focused. Then take a break and come back to the same thing, but this time try and get your poke to whiff just out of the dummy’s range. Then spend sometime learning which anti air works from what jump in distance. After you have got all of this down, you can build a warm up routine. I like to use a dice and write down what each number corresponds to. Typically a combo. Then roll the dice, and do the combo it wants. then roll again, and keep repeating for 15 minutes. It warms up your hands and it separates the combos repetitiveness, like when you did the one combo for so many hours. Then do 5 minutes of anti airs. And 5 minutes of poke practice. Then jump online. Play some games, literally writing in a note pad after each game what you think went wrong. After about 10 games, look at the note pad and see what you have been messing up. Either stop the online play at this point and go and practice what is going wrong, or make sure you stop doing it in the next few games.

There is a bunch of stuff you can work on. But most importantly you need to be more mentally aware of the game, if you don’t see whats going wrong you wont ever improve.

Everybody sucked when they started. It was their drive to get better that lead them to improve. If you don’t have it you don’t have it.


That’s actually extremely helpful. Also, I have been in the disability school/assistant aid my hole life. I totally do that TKR. I apologize if I anger anyone. I have to find a way to get player 2 to jump to me without me doing it manually all the time or just even move around in sfa3. No training available. I have a quick question. What makes a corner combo a corner combo and not just a ‘mid’ combo being done on the corner repeatedly? Also what principles corner combos have?


As far as playing players better or worse than you, I’ve had a theory and I’ve never had that theory let me down, though I’m not always able to use it.

If you really want to get better you NEED 3 different types of players to play against:

  1. A Player who is either slightly worse than you, or a good deal worse than you but still at least an intermediate player that can at least do combos and has a semblance of strategy. Having a player like this is good because they are basically your practice dummy. You can use alternative strategies against them, play new matchups, really get your autopilot down and engage your muscle memory.
  2. A player that is about equal to you. This player will challenge you to keep up with them, but they won’t be overly challenging. This kind of player will constantly force you to adapt and switch your style up,if both of you are at least slightly above intermediate. This player gives you practice avoiding your mistakes and getting to predictable.
  3. A player that is decently better than you. Basically a guy that is going to beat you 7-3 or 8-2 in a 10 game stretch. This is the player you play to see how far down the rabbit hole goes. He will expose you badly and show you what you need to work on. He will also show you things that you may not have known were possible that you can out in your own game.

In all of these scenarios there is a symbiotic relationship. For instance, when you play the bad player, you are his “good player” that he needs to play in order to have his faults exposed and see where he’s going wrong.

When you are playing the evenish player, well you are doing for them what they are doing for you, so there’s a win win situation being had.

When you play the really good guy, you are his bad guy he gets to practice on. He gets practice to make his shit even tighter in a non stressful environment, you get to try and steal his tricks and learn.

Whenever I’ve gotten REALLY good at any fighting game I’ve had these types of players around me.

I tend to stagnate when only playing players way worse than me or way better or on my level.

I really feel like you need every kind to git gud past a certain natural level.


LOL… I watched over the match and didn’t read the paragraph that went with it. I assumed you were the ryu and was about to start telling you all the things you were doing wrong and that the Sakura player was obviously better!

Then I noticed the Sakura was the one losing and I decided that was actually you.

Well, ok:

I thought you were “better” than the ryu. Your movement was better at the beginning. All he was doing was standard low level bulldogging and he had no in and out spacing at all.

Now there are lots of small things and some big things wrong with your play, but the most glaring one was you really NEVER anti aired him. Once he knew that, he didn’t really try to overly exploit it, but that combined with the fact that your offense was weak was enough for him to get confident against you and start to make standard reads against you.

You started off decent, but you seemed to be waiting for him to fall apart rather than forcing him to fall apart.

Your spacing got a bit to predictable towards the end as well. Never doing pre emptive neutral jumps to cover the fireball and jump attack at the same time. Rarely to never resetting spacing by jumping backwards.

And it’s been years and years since I played A3 but you aren’t using Sakura… why? Is it not available in A-ism? I can’t remember but that’s literally her go to poke.

Neither of you are really playing the matchup correctly. You are supposed to be standing relatively close to each other for most of the match and trying to play footsies with Sakura st,hk and fireball, and ryus, and fireball. And trying to wiff punish each other while protecting against anti airs.

If either of you is uncomfortable playing this way, what tends to happen is the player more comfortable playing at that range will back the opponent into the corner and own them for free once there.

This is because if one player is trying to play close and the other is trying to play far, the players playing far will need to constantly back up in order to maintain the correct spacing, and that is why they get backed into the corner an destroyed. Oldschool is about maintaining your spacing, not giving it up, but it’s also about knowing when to give it up also. You just don’t want to give it up for nothing.


Because over the years of playing this game. I learn that her just get stuff by fireballs and jump-ins or did I learn wrong!
This guy ping was 100-150. Meaning he 9 frames of animation skipping. I totally need more time to react!

I have a problem of knowing when to block a air attack or just stop it. I tried to distance my attack just enough to where he does land so I can hit him during the ‘landing’ frames.

Yea, I don’t know how to analyse a situation like this one to come up with a conclusion of using hk and fireball at a certain distance. I don’t know exactly where the distance I’m suppose to be when fighting against Ryus online. I know from playing ‘offline’ in the arcade days footies is just much easier and different because there is no start up skip animation. Like shit! I can block fireballs on reaction at just slight off range of ryu sweep kick. Not online!


play 3S instead.


There’s a few things you should recognize about your play, and your opponent’s play.

  • You always jump from the same distance. The Ryu player already has this read on you to the point where he just randomly uppercuts at that distance in one round because he is expecting the jump.
  • The reason you jump here is because you’re not comfortable with the ground game. You try hard to avoid that mid-range either by going back further and trying to zone(?) him, or by jumping. He is expecting this. That’s why you could get away with the walk up throws. He expects you to attack from the air, not the ground. Exploit this.
  • It seems he isn’t that comfortable with the ground-game either. Or perhaps he just thinks you’re free to aerial attacks (I don’t know if you landed a single anti-air). He uses the common beginner strategy of “poke-poke, cross-up”. You should always be ready for that. Better still, intentionally put yourself in that position and be prepared to counter him with an anti-air (a jump back attack works, but try to maintain your position if possible with a grounded AA). Expect the “double jump”. Also, if you notice an opponent prefers jumping to grounded pressure, try to force a footsie game. Don’t use extended blockstrings. Stop your strings at the distance where he has to challenge you on the ground, jump, or back-off. Since you know he likes to jump at this range (you’re basically simulating the “poke-poke x-up” range for him), it’s free Anti-Air damage.
  • Notice how much better you do in the first round of the last match by focusing on grounded attacks. His jump should have been expected since you were pushing him to the corner. Once you have him cornered back off and let him hang himself. The onus is on him to fight his way out. Use her for horizontal space control and cr.hp for vertical control (at the appropriate ranges, of course). And of course once you manage to pressure him, you should expect the reversal super. It does crazy damage in X-ISM.
  • You should always consider the situations where you lose health. Did you put yourself in that situation, or did he “play” for it? Think about that while reviewing your matches. Something that might lead you to some sort of insight… he rarely cornered you. And when he did, he backed off. This should tell you something.

So to answer your initial question, sometimes it’s easier to try to figure out what you’re doing wrong, rather than what he opponent is doing right. A very cursory review of your replays should at least tell you that you lose damage in the same situation most of the times (bad jumps, weak x-up defense).


That’s not why I jump. My jump is to counter to his fireball. It block hit more than twice. which mean it condition me to expect the ‘pain’ block. That’s why I jump. I tried to follow TKR advice “When you are trying to whiff punish, you shouldn’t be trying to react to a move, you should be predicting it.” I tried to be one step ahead and just do it. I coulden’t fireball back because it comes out to slow and I get stuffed. That is why I I’m so far to fireball.

When I was playing him, I have no idea wth he thinking or what to think tbh. I’m to busy tryna remember if I’m in range for my attack to work anyways and condition him as much as as I can so I CAN read him. I realize all my years of playing video games I can make a player predictable by training the hell out of him by forcing the same situation and sequence over and over(if the sound is randomized than its not going to work). That’s why I just spam fireballs at that far range. I want him to block it So I can go in with an overhead or grab -> crossup combo.

Oh, I thought I classical condition differently. I made him block my moves more than 5 times. The “block sound” is the unconditioned stimulus and his unconditioned response was a “block”. I repeated a few times on purpose. That is why I believe I can walk up to him and grab him.
What did you look for to recognize this?

He usually make the whiff sound on purpose then fireball. I believe he was classical conditioning me. The “whiff” sound is the unconditioned stimulus and my ‘jump-in’ was the unconditioned response. The previous rounds he drill it down hard. Not sure if that’s how mind games work but this guy condition the shit of me with the whiff ‘sound’. after a few rounds, everytime I hear that same whiff sound I just want to jump so badly. My mind get block off and I have flash backs of him fireballing!

I got hit most of time because I was trying to delay the timing just so I can grab him or just play plain unpredictable. That is why I drop my combos. Turns out I need to work on timing it much closer!
Thanks you all for advice and feed back!


You can counter the fireball by walking forward and poking (see 6m12s - it’s no coincidence that you did better this round). To maintain the “safe” space he will need to walk backwards. This is my point. Don’t be afraid of the ground game.

I think you should change your mindset. You don’t need to try to react or predict everything. You don’t need to try to whiff punish everything. Sometimes it’s better just to try to prevent things from happening in the first place (“prevention is better than cure”). If you are just trying to predict a fireball, then you are doing nothing to prevent that fireball. Controlling the horizontal space with your pokes is a better deterrent (in this case), even if the pokes are blocked. As I said, he will either need to adjust his spacing (by walking backwards), jump, or challenge you in footsies.


What I was saying is that you shouldn’t be trying to react.

You seem to have read something online about people and conditioning and got it all muddled up. You aren’t trying to get them conditioned to any sounds. That will never work. And in fact thinking that’s how you do it is what gave him some super power to get you to react to the sound of a whiffed moved. You condition people by doing this repetitively so that they start to think that the next time they are the same situation, you will do the same thing. They will do something to deal with what they think is coming, and you will expect that. Then do something else to counter the counter you think they will do.

He wasn’t whiffing the sound on purpose. Very important to stop thinking about the sounds in the game, they can be helpful, but often people are playing with their own tunes jamming in the back ground. So no matter what sounds you make, you aren’t affecting them. What he was doing is whiffing the move, to keep you at a distance he is comfortable with. Because when he is whiffing the move, not the sound, you are to scared to walk in on him and take charge.

You got hit because you got out played. Changing things up and trying different things is the right thing to do. You just did it poorly and tried the wrong things. Against this guy. Some of that stuff may have worked against a different opponent. So never be scared to try mixing it up with others you play with.

But as I said in a few posts back. You are jumping to far ahead of yourself. Learn some solid combos. Get your spacing down. And learn to anti air. Then just use that for months and months and perfect it. You don’t need to condition your opponents. You can do super well without it. You need to develop your basics and in doing so, with all the online practice, you will learn to read them. And learning to read your opponent is the first part of being able to condition them. And honestly, its more important. Slow down and do the work you need to first.


Lol is he thinking about Pavlov’s dog? That’s not the sort of conditioning they’re talking about…


You really need to ask the people you’re playing against because they will likely have a better idea of what you’re doing wrong. After all, they were the ones banking on it. If they won’t help you, then play something else with players who will help you.


I have ADHD and I’ve been playing fighter for 17 years. Getting good is not going to come quickly or easily.

First thing is to set small realistic goals and gradually build on those goals. some example can be landing a bnb combo, hit confirming, and punishment for x amount of time.

I recommend reading this

second thing is to be humble and throw away your ego. Accept the fact your going to have limitation but cotend with them and make your weakness into strength. IF you do havd mental disability. be mindful how that’s going to affect your gameplay and learn to work with it. BE AWARE THAT THIS IS ULTIMATLY A TRIAL AND ERROR PROCEDURE.

If your using fightcade I highly recommend you explore some other fighters, not all fighter are created equal. IF you suffer from ADD, I wager you have a hard time Micromanaging problem and are easily overwhelmed. fighter majority of the time are fast pace having limited time to react to the situation on top of having you managing your tools set as well as your opponents can be very taxing. While some like to say SF titles are slow paced, I still find them problematic to learn because they have to many buttons to manage imo. You might not die as quickly compared to other fighter but you will also feel powerless because the game was designed that if your character lacks an option, their little to nothing they can do to compensate and i personally find that detrimental.

This is why I recommend staying away from Sf title or 6 button fighters in general which will include the majority of capcom games. I recommend exploring SNK titles. Since you like Alpha games I highly recommend Breakers Revenge. They’re very similar with the exception of no air guard and no ism to micromanage. The only mechanic specific thing you need to worry about is “breaking” which basically mean you can cancel recovery frames of hitstun/blockstune into commands.


ADD or ADHD has no effect on playing games. The practicing does. If you think you problem is getting in the way of practicing then focus on how to better practice than the game itself because you are holding yourself back. Take your meds, sit down, and practice.


In light of the ADHD discussion, I would actually agree with this. It’s a game that really let’s you get in there and be aggressive, as opposed to being patient and waiting for an opening.


They’re trying to bait specials or a grab attempt. That’s why they walk in and out. They see you aren’t doing anything about it so they walk back in for free.

Never try to grab when you’re in the corner unless you know it’s going to hit. I usually throw out a crouching medium or quick normal with decent range when I see them shimmy.

Don’t be too aggressive using strings and frame traps because they will mash a shoryuken which will beat most gaps clean.

  1. Understand why
  2. Learn how to apply
  3. Watch the opponent die


Analysis of the video


imo wrong spacing at the beginning.
you cannot read that good to play the fireball game.
So a good spacing is where you slightly cannot be hit with the longest poke.

0:43 good decision your opponent expected a poke and you decided for a throw
0:47 you tried the same thing your opponent got the right read. stayed defensive expected something and antiaired you right.
1:01 you could try to go in and throw like you did at 1:05
1:05 good decision you made him whiff his normal went in for a throw
1:11 didnt combo but opponent didnt block the last hit
1:14 tried to go in and throw.
here you can go in an block or poke to bait him to other things
1:15 sweep in wrong spacing you need better understanding when you can hit with that normal
1.17 was just bad luck you had no info for that situation so you tried to poke with this where you can assume he changed his mind to offensive
1:24 you could make a better decision:
try to go in throw
try to go in his range and go out to whiffpunish
try to stop before his range to whiffpunish
try to step in his range and counterpoke to counterhit his normal
1:47 exe error crossup failed maybe there is a better button for crossup
or you need a better understanding of spacing where you can jump to hit a crossup
1:49 no idea if is special cancelable but you timed it atleast wrong it wasnt a cancel it was more like a link
1:55 a spacing which i think is wrong because you dont gain much from throwing fireballs and you dont antiair really so it isnt a space where you dont want to be
1:59 didnt antiair probably miscalculated the space to make his jumpin whiff and go for throw
1:59 ok attempt for a whiffpunish but going forward for a throw might have worked.
to whiffpunish that you would have to guess that he will do a and have the right read on the timing to whiff punish that
2:01 a unconfirmed super, which you shouldnt do as long as you can have a combo which you can confirm into super.
2:04 he wasnt standing so the timing vor to hit was a read which went wrong you should try to play more reactive in that situation
2:11 ryu went back to bait a jumpin and you didnt jump which is good.
against his hadoken you should try to make a neutral jump not a jump at him just as a info
2:15 miscalulated spacing for you need to work on that which made him whiff punish you
2:40 you understand concept of counterpoking
2:53 again whiffed
3:40 you didnt punish his srk
3:45 you might have been able to whiffpunish his normal with
3:45 you should have just poked. Its common to wait for jumpins when your opponent is in the corner it looks like you panicked and tried to get out of corner
4:20 you could have tried to just go in for a throw
4:23 imo you need the reflexes to be able to block that
4:26 that jump was predictable
4:53 he never went in for a throw so why should he do something you could counterhit or even connect with him on block. Again miscalculated spacing of
5:03 again no punish
5:09 whiffed
5:11 you see him standing up and going forward thats the right thing to do.
The question is did you do that on reaction or was it on instinct like 2:04?
6:12-6:16 that is the way to gain information and that is the spacing you want to be
6:45 just block that thing

you have trained the ryu player to not throw many fireballs.
But you didnt use it to your advantage. Only one time in the last match 6:12-6:16

You cannot predict every move from your enemy.
You create a situation as often as you can and look at his behaviour. After that you try to predict his next decision.
It looked like you mostly do things that are risky and do dmg like a jumpin or overhead like in last match.
a situation is based on frameadvantage,spacing and meter.
The more important thing is to know what you can block on reaction, what you cannot block on reaction and when it is possible for your opponent to do that.
you can just block most fireballs. So just let him throw tons of it. then you can analyze his pattern.
Do safe and maybe non damaging stuff. Like go in his range and poke.
do that thing until he does something. do that whole pattern again and try to know when he is doing it.
then punish him for doing it.
the magic lies in doing safe pressure.Combine 2:40 with 6:12 and 1:05
and work on your execution.
Like the failed crossup 1:47
whiffed 2:15 , 2:53