HisoutenShorts: Neutral Tips (Basics)
Автор: Shi-Gen
Загружено: 2025-11-20
Просмотров: 779
This is simply not a topic that can be covered in a "Short" but I figured that at least giving some tips was better than doing nothing at all in the meantime of the Neutral video absence.
I also took the chance to try and adjust the Short once again in regards to some graphics and the "Text Timer".
That aside, I tried my best to explain some basic aspects of how Soku's neutral tends to flow or what are the "Main Objectives" to look for, as it's not immediately clear when playing the game and that is often the main issue honestly.
The lack of timer is, in ways, also a part of the problem as you can't just stand back forever and bait the opponent into your range but rather, you need to always be in range enough to setup your own game at anytime while also being able to dodge your opponent's attacks... It can be quite messy honestly.
While I'm here I think it's worth to further explain/repeat myself on some of the stuff in the video, you never know how much "hammering" is necessary sometime.
General Play: Soku is all about movement and the movement options given to you are very strong and rather low commitment, especially the ones that start from the ground. Generally speaking, because of that, having strong control over the ground game is a very important aspect in Hisoutensoku; this can be translated as both holding your ground or simply being hard to attack or catch from the air.
As long as you stay at "Mid-Range" and control your space/do not get caught or pushed back into the corner, you are probably playing Neutral correctly
Offense: Your main purpose is to either find ways to push the opponent to corner, start your close offense or bait the opponent to move "somewhere" and punish that movement with a Melee Catch. That is the shortest explanation that one can give about Neutral Offense.
The way you are supposed to go about it is kind of Character dependant but generally speaking, you want to, more often than not, throw a Projectile and HJ9 (Just jumping is fine, does not have to always be a Flight) into the opponent and then work your movement from there depending on how the opponent reacts to the Projectile, your Jump or anything really.
Defense: Do not get pushed back into a corner and reposition yourself to always be kind of "Center Stage" or at "Positional Advantage" which is usually translated either as "Behind the Opponent", "On the Ground" or "In a Position to Setup Your Game"... bit vague but it is also correct.
If you can manage to 6D your Opponent Jumps/Projectiles on reaction, you'll probably find yourself being suddenly really hard to hit and a lot more annoying to deal with. It's important to note that you need to be close for this to work, usually, as mentioned, "Mid-Range" but it can also be vaguely translated as "The Range of your Dash Attacks" more or less.
In any case, don't expect to instantly be winning Neutral, as it takes a lot of practice to be able to fully control your Movement Options in Soku.
Keep at it, try to observe how your Opponent plays and simply aim to reposition at a better spot than your Opponent or Throw a Projectile to hinder your Opponent's actions, that's generally always a good idea.
Good luck!
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TIMESTAMPS:
00:00 Introduction to Neutral
00:25 Showcasing Neutral Offense
02:53 Explaining Neutral Offense
03:40 Notes on The Offense
04:16 Showcasing Neutral Defense
05:41 Explaining Neutral Defense
07:36 Notes on The Defense
08:42 "Turning Green" & End
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INFORMATIONS:
Side Art: Dairi - https://www.pixiv.net/en/users/4920496
Music Used:
Instinct [Maritumix]
Diffusion [Maritumix]
Wiki: https://hisouten.koumakan.jp/wiki/Tou...
Hisoutensoku Discord: / discord
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