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How can Improve my reaction time on mkx? Place some tips here.

Spencer

Always Training
I'm sure this is all something that we would like to improve on so if anyone has some tips share them!

watching tournaments I have seen people be able to react on teching throws. I would love to how they do that consistently cause that's seems tough to do.

anyone got tips?
 

Eddy Wang

Skarlet scientist
If you want to improove your reaction time, play Hyper Kombat (Kustom Kombat mode).

Joking aside is all a matter of anticipation and self-confidence.

Those can come within the time you get used to the game, the more you know about how characters strategies works the more you will get comfortable with the game and be fast to consider what to expect and get ahead in anticipation.
 

Spencer

Always Training
If you want to improove your reaction time, play Hyper Kombat (Kustom Kombat mode).

Joking aside is all a matter of anticipation and self-confidence.

Those can come within the time you get used to the game, the more you know about how characters strategies works the more you will get comfortable with the game and be fast to consider what to expect and get ahead in anticipation.
Okay sounds good
 

Darth Mao

Your Tech is Mine! #buffRaiden
The first part of improving is realizing you WILL get better if you try. Especially your reflexes. Games always seem to get slower as you learn them. You can help speed up the process though by really thinking about what you’re doing. My advice to all new players is to, as soon as possible, have a plan. A bad plan can be changed, modified and adjusted. Making such adjustments without a plan is often messy and unreliable. One of my favorite bits of advice is telling people to use less buttons when they play. This isn’t always applicable, but is especially relevant to Street Fighter. Lets take Ryu…

Medium Kick (all versions)
cr.LK (close up poke)
Cr.HP (easy anti air)
Hadoken (range attack)
Shoryuken (anti air)
Throw

We’re cutting a move set of 30+ moves down to 6. More so, you can have a gameplan with only like 3 of these moves. The player can use MK for basically anything. It’s a good jump in, cr.MK is Ryu’s best poke and standing MK is okay. All the player needs then is a Hadoken and some Anti Air. This GREATLY reduces the stack. When standing in front of an opponent, one doesn’t have to think about all of Ryu’s moves — if they’re somewhat close, cr.MK. If they’re far, Hadoken.

One important thing to remember: Problem solving can ALWAYS be eliminated. Problem solving in match generally means you’re losing. That’s stuff that you’ll be doing outside the match. You might also experiment in a match to figure out something against a more experienced opponent. Regardless, you want to avoid it when possible. You’ll also probably never get good enough that you’ve eliminated all problem solving from your stack, but in theory you could (thus becoming the best player ever). As you learn and become familiar with situations, these should naturally vanish, even if that situation is “doing a move”. Eventually there is no overhead for inputting a move. Your muscle memory will have that covered for you. Eventually you won’t have to run all the calculations on which move to anti air someone with, you’ll just skip to the important part — getting him out of the air.

One of the big pieces of speeding up your reaction time is deciding what is worth observing and looking for. If an opponent is right next to you, you do not generally need to look for them to jump (unless they’re a dirty, dirty dive kick character or have a brutal crossup). If they’re totally across the screen, putting priority on the fact they’re jumping isn’t important either. If you’re at midscreen, you generally shouldn’t be setting up your stack to respond to overheads. If you’re knocked down, you can go slowly break down what your opponents options ACTUALLY are with experience, and once the basic high/low/throw/meatie okizeme situation is internalized, you can put all your observation can be put toward tiny details to help you make the right decision. If an opponent doing something in a situation wouldn’t make any sense, or if responding to it wouldn’t give you any benefits, then there is little reason to be looking for it and by looking for less things, we can respond and act faster.

I also want to introduce the concept of "Autopilot". Autopilot is the subconscious script your gameplay follows once you get good but aren’t terribly playing attention. You can learn to play the game quite competently without really “thinking”. The advantage here though isn’t that you don’t have to think — it’s that you can use your autopilot to free up mental resources to make more decisions. Combos are something that are often able to be done on autopilot after a while. The great thing there is you can use your mental energy during the combo to either plan on what you want to do after the combo, or look for things going on in the combo that might be concerning. In games like Guilty Gear, realizing that your opponent is a bit out of position in an air combo and finishing the combo differently to compensate can be a big deal. It’s also something that can only be reasonably done when the combo is running on auto pilot. If you’re looking to anti air your opponent because they seem to be in a “jumpy mood” it is super beneficial to be able to play decently while waiting for the jump. If you just stand there and wait for the jump, they will likely never jump (and might even gain an advantage). Having a functioning Autopilot allows you to decide what things you want to put your focus on. Your auto piloted actions will never be as good as they would be if they had your full attention, but by choosing where you full attention goes, you can pull off things that seem, to inexperienced players, super human.

This is also why having a plan is SUPER IMPORTANT. Even if your plan is to do cr.MKs -> Hadoken, just doing that all reflexively gives you the breathing room to think about what you’re doing in more detail. It gives you the focus necessary to decide what should be in your Stack. By managing whats in your stack and using your focus carefully, you can, with average or even bad natural reaction speed, do things that seem stupidly robo-fast.

It’s not about being about to perceive and react to everything, it’s about being able to simplify the problem and removing the clutter from your brain that slows down your actions. It’s experience that holds you back more so than your inherent abilities.​
 

DanableLector

UPR DanableLector
I'm sure this is all something that we would like to improve on so if anyone has some tips share them!

watching tournaments I have seen people be able to react on teching throws. I would love to how they do that consistently cause that's seems tough to do.

anyone got tips?
Not that I'm any sort of high level player, but I'd guess a lot of its knowing your match ups. If you know them in and out, you'll know what your opponents options are, you'll be able to anticipate their play better, punish thier mistakes easier, and take smarter risks. From there playing in a tournament setting you'll be able to spend more time adapting to your opponents tendencies, and less time scratching your head while you let your opponent control the match.
 
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GLoRToR

Positive Poster!
I'm sure this is all something that we would like to improve on so if anyone has some tips share them!

watching tournaments I have seen people be able to react on teching throws. I would love to how they do that consistently cause that's seems tough to do.

anyone got tips?
Training mode. That, and mashing the throw button while you're blocking is a good way to make sure they can't throw you.
 

Prinz

watch?v=a8PEVV6tt14
Take a pill or two of NZT, they will improve reactions, then try playing without them and see if the reactions stay. Don't use too much though.
 

Tweedy

Champion
I don't think anyone could tech a throw on reaction in most situations. Some characters have situations where it's advantageous to throw.

Two examples are the end of a Kung Lao combo, or after Shinnok lands his trance in imposter(not sure what it's called off the top of my head). In a good player's mind he should be looking out for throws in those situations and many more, so as a result his knowledge makes it to where his reaction time doesn't need to be superb.

But raw fighting game reflexes definitely help you. There's no doubt about that. Knowledge about the game and what every character's options are in each situation is much more important imo.
 

countrypistol

Kombatant
If you want to improve reacting to overhead/low strings, you have to practice reacting to overhead/low strings. A lot of this will come from in game play, realising you keep getting hit by the same string and trying to adapt on the fly. If you find yourself in a match you cannot possibly win, switch gears and just try to block and tech throws. It'll be more educational than panicking and trying to get damage, and will hopefully teach you to defend against something that will lead you to victory in a future match.

You can shorten this learning curve though by going into practice mode, recording four or five strings/sequences that give you trouble and loop them over and over in a random order for as long as the record function will let you. Then hit playback and practice blocking for as long as you can possibly stand it.

I will be the first to admit I don't do this as much as I should.
 
Reactions: GQJ

CO-KANO

psn: UNFUCxWITABLE_1
offense is the best defense, take note of how your opponents react to your hits and vice versa. also take note of your connection speed and any lag delay that may be benefitting either fighter. my favorite is when lag causes a slow motion affect because then you have a moment to really think about your next move. and limit button mashing and follow through with your combos exactly how u practiced and adjust for lag...its simple once you get it but hard when your taking all these things into consideration.
 

Zabru

My blade is broken damn right better than yours!
Eddy wang has the best advice- self confidence. Never be scared to make a read. Sometimes when I think people are gonna jump in I run up and Rising karma. Sometimes however I doubt and hesitate and end up eating a jip. You can probably make way more reads then you think you can.

Also the autopilot thing doesn't always apply to this game. I can't really rk on reaction with possessed so it's completely read based meaning I have to predict the jump and cue my attack before they jump.