The Fighting Game Noob Thread: From Scrub to Master

https://youtu.be/a9Ukuj6qJrY

Just going to go ahead and post the third part of my 3S fight here. I thought I had posted the video already, but I was only on the second vid. Ibuki stuns me on so many levels in this fight. Gonna watch out for her overheads from now on.
Thanks man. I appreciate it. Sean is the worst character in the game. Everything is either unsafe on hit or just slow as shit. After playing him for 12 years I picked up some things along the way such as plating somewhat gimmicky since he's a shit character and some feints. I'm not the best Sean but he's really my main character and I like playing as him. I can play Makoto and Ken a little bit too.
My bad for missing your response earlier. Yeah, Sean is pretty bad, but at least he has an overhead game. I wish Alex had at least one overhead haha. I do have a question for you, though. How do you manage to get the font for player names to look small like that? I've seen it around on fightcade vids and I'd like to know myself.

Thanks
 
Brazilian Abel player Keoma did an AMA on reddit yesterday. I've read through most of it and it is essential for new players. He goes into a lot about his training habits and gives some tips on how to start learning fighting games. Totally worth a read.

Link.
 
Just got my very first Arcade Stick today and released my PS3 and USF4 out of my cellar to try it out. It's the Venom Arcade Stick and I like the quality of it so far, even though I don't have anything to compare it with. Well... I'll definitely need a lot of training to get the most simple inputs consistently right again.

Even doing 10 fireballs in a row can be a struggle right now. But SRK..? I have no idea how to do it right AND fast during a match. Especially because it is used as an anti-air it needs to be done very quickly. I hope I'll learn it quickly.

I played the SF5 Beta and really hated to use the DS4's digipad, compared to the DS3 which I liked to use with SF4. I could only play the Beta for a very short time so I don't remember: Are the inputs in general easier to do than in SF4? I know that combo execution is supposed to be easier and I noticed that myself while playing, it's much easier to hit confirm. But what I'd like to know is if the game is more forgiving when it comes to small input errors, for example missing the diagonal direction when going from down to side for a fireball. I missed so many inputs with the stick, which was really frustrating :D I played Injustice for a few minutes since it is the only game I could try out on the PS4 (as it was a PS+ title) and the inputs there are ridiculously easy and forgiving, which I didn't mind at all x)

Back to practice mode!
 
Just got my very first Arcade Stick today and released my PS3 and USF4 out of my cellar to try it out. It's the Venom Arcade Stick and I like the quality of it so far, even though I don't have anything to compare it with. Well... I'll definitely need a lot of training to get the most simple inputs consistently right again.

Even doing 10 fireballs in a row can be a struggle right now. But SRK..? I have no idea how to do it right AND fast during a match. Especially because it is used as an anti-air it needs to be done very quickly. I hope I'll learn it quickly.

I played the SF5 Beta and really hated to use the DS4's digipad, compared to the DS3 which I liked to use with SF4. I could only play the Beta for a very short time so I don't remember: Are the inputs in general easier to do than in SF4? I know that combo execution is supposed to be easier and I noticed that myself while playing, it's much easier to hit confirm. But what I'd like to know is if the game is more forgiving when it comes to small input errors, for example missing the diagonal direction when going from down to side for a fireball. I missed so many inputs with the stick, which was really frustrating :D I played Injustice for a few minutes since it is the only game I could try out on the PS4 (as it was a PS+ title) and the inputs there are ridiculously easy and forgiving, which I didn't mind at all x)

Back to practice mode!

From what I can tell, its lenient but you still need to have some decent base execution to play.
 
Just got my very first Arcade Stick today and released my PS3 and USF4 out of my cellar to try it out. Back to practice mode!

Yup it takes a minute to get used to, but when you do its fun again. Just keep messing around with it for various games and it will be second nature quick.
 
Brazilian Abel player Keoma did an AMA on reddit yesterday. I've read through most of it and it is essential for new players. He goes into a lot about his training habits and gives some tips on how to start learning fighting games. Totally worth a read.

Link.

That was actually a good read on starting fighting games. (I still consider myself starting). I really need to get use to Xrd's mechanics first before doing anything else. Also I gotta calm down my nerves when playing people online.
 
Just got my very first Arcade Stick today and released my PS3 and USF4 out of my cellar to try it out. It's the Venom Arcade Stick and I like the quality of it so far, even though I don't have anything to compare it with. Well... I'll definitely need a lot of training to get the most simple inputs consistently right again.

Even doing 10 fireballs in a row can be a struggle right now. But SRK..? I have no idea how to do it right AND fast during a match. Especially because it is used as an anti-air it needs to be done very quickly. I hope I'll learn it quickly.

Back to practice mode!

It's all about finding the perfect grip and button placement (for me at least). For instance I disable square and cross because for some reason I find it more comfortable playing with the outer 6 buttons. For your shoryuken woes do the following:

Tap forward + QCF + Punch do it in one simple motion and you'll be able to pull a Srk.
 
https://youtu.be/a9Ukuj6qJrY

My bad for missing your response earlier. Yeah, Sean is pretty bad, but at least he has an overhead game. I wish Alex had at least one overhead haha. I do have a question for you, though. How do you manage to get the font for player names to look small like that? I've seen it around on fightcade vids and I'd like to know myself.

Thanks

I record the fights directly using OBS. I then full screen the fightcade window with obs running on my other monitor.
 
That's awesome! What character do you play?

Now aim for 2k :D Although doing it in 2 weeks might be tough.

Ryu and Balrog. I'd love to get to 2k but it was tough enough to even get to 1. Many stressful matches to get there lol. I'm just going to start preparing SFV now and maybe play some Xrd.
 
I'd say so. What's the question?

Best way to practice the motion of doing, say ultras. If I'm P2 side its a lot easier for me to hit in between the corner of the left and bottom side of the stick. (I'm assuming this is where the term square gate comes from) but on P1 side I have so much difficulty preforming the same moves.
 
The P1 side is definitely the hardest for doing ultras. What it really comes down to is just building your muscle memory by repeatedly practicing the motion. I definitely had this problem when I started stick but you just have to keep at it. Took me a couple of weeks.

One thing I noticed was that I was just rushing the motion and didn't realize I had a lot more time than I thought so to do the motion. Other options may be to look to hold the stick a different way if you don't feel completely comfortable the way you do it now. But it really all just comes down to practice. Make sure your single fireball motions are smooth than try two in a row.
 
The P1 side is definitely the hardest for doing ultras. What it really comes down to is just building your muscle memory by repeatedly practicing the motion. I definitely had this problem when I started stick but you just have to keep at it. Took me a couple of weeks.

One thing I noticed was that I was just rushing the motion and didn't realize I had a lot more time than I thought so to do the motion. Other options may be to look to hold the stick a different way if you don't feel completely comfortable the way you do it now. But it really all just comes down to practice. Make sure your single fireball motions are smooth than try two in a row.

That timing bit is interesting. It's getting extremely frustrating because on P2 side it's literally a flick of the wrist. Where as on P1 it usually results in a whiff and then all the punishment.
 
Just a word of advice that's been shared before.

When learning a new game, do not try to learn everything at one time. Especially games that require a bit more information intake than others. I'm seeing too many threads where people get hung up taking in huge movelists, or learning execution heavy combos.
 
Hoping this is a good place to ask. I've basically never played a fighting game but am looking into getting into them. Would either SFV or MKX be good as a starting point?
 
Hoping this is a good place to ask. I've basically never played a fighting game but am looking into getting into them. Would either SFV or MKX be good as a starting point?
I'm not really sure if MKX would be a good starting point with how combo-centric it is, especially if you're aiming to play online once the new-and-improved netcode is pushed out, but Street Fighter V is definitely accessible enough for newcomers with little to no past experience in the genre.
 
I'm not really sure if MKX would be a good starting point with how combo-centric it is, especially if you're aiming to play online once the new-and-improved netcode is pushed out, but Street Fighter V is definitely accessible enough for newcomers with little to no past experience in the genre.

Yep

Both are good

Only buy mk on console the screwed ppl on PC for dlc
Thanks for the answers. Looks like I'll start out with SFV. Works better that way anyways since SFV comes out a few weeks before MK XL.

Will probably be back to this thread soon when I inevitably need help with some of the basics.
 
Hoping this is a good place to ask. I've basically never played a fighting game but am looking into getting into them. Would either SFV or MKX be good as a starting point?

Depends on what you're into since I think both games are good spots to start tbh. They differ in philosophy greatly though.
 
Decided to get more serious about fighting games and bought a Madcatz TE2 stick. Also got guilty gear Xrd.

Here is a link to one of my USF4 matches (I'm Seth). https://www.youtube.com/watch?v=CvAp1ys4Nnc Would definitely appreciate feedback on how I could improve. I basically have no SF playing friends and have to rely on online matches. I can't do real combos yet; just learning the ways of plinking now...
 
This was an annoying night for 3rd Strike. Fought an Alex player who kept doing Cr. Short, Cr. Short into Head Stomp and an annoying Akuma that I can't parry against for shit. Ugh.
 
So, been playing a couple of hours of "surprise the SFV beta is up!" and I am taking my lumps. I leveled up without winning even once. Finally got one win, but wow was that an unpleasant awakening to just how much I suck at Street Fighter. That said, it was really fun, too. I learned so much so fast. I picked Karin, because the sane thing would be to pick someone I know how to play, like Ryu, but F that noise, Karin is in, and I will play her. And get destroyed until I figure out how NOT to get destroyed.

Things I learned from paying attention to my own game for two hours:

General notes
- Holding down+back is not a good anti-air. Consider adding a P to it. Or at least block high.
- I give up WAY too much space, I need to learn to only block when I need to block.
- I panic too easily, or get too greedy on an advantage. Lost several close rounds because I failed to close it.
- Walking up to a grappler and throwing them is still really funny. Refuge in audacity works in fighting games.

Karin notes
- qcb+P make Kens stop throwing fireballs
- qcb+P works once. Maybe twice. Then they start blocking high.
- Stop mashing the rekkas. Rekkas don't mash well.
- cr+P is a fine anti-air.
- The EX versions of qcb+P and qcb+K have opposite uses of their normal ones. P goes up, K goes forward.
- She has a command dash. I should use that instead of jumping forward. About as open, but faster.
- I don't get her V-Skill.
- V-Trigger makes people back off. They respect the rekkas. Throw something else at them. THEN the rekkas when they start worrying about getting thrown, or something.
- Karin seems fragile, hit trading does not seem in her advantage

I still haven't found any really good combos, but I know they exist since I ended up in a Karin mirror with someone who definitely knew her. How they got me into a juggle state, I have no idea about. If anyone has any Karin tips before the beta ends, do feel free to share.

Also, I find that my usual fighting game anxiety just doesn't show up for SFV. I think the UI helps a lot. The matchmaking is much more automated, I just play in Training Mode and then ANOTHER FIGHT IS COMING MY WAY. No need to search, and then pick a name, hoping they have a good connection, (and then find out someone else was faster to pick them) and having both players hit ready. No, you pick a character in advance, so the fight can start as fast as possible.
 
Huh, after writing out all of that list, I got online again for just 30 minutes and win twice. Lost more still, but... maybe writing my lessons down is a good thing. So, to share with the thread...

General
- Patience. Pressure the opponent is fine, but if he insists of defeating himself on you, let him.
- Play dirty! If the opponent has no answer for something stupid, it's not stupid.

Karin
- Remember three three ranges of qcb+P, they are for the different fireball ranges
- Collary, if it hits, hit down+K for more damage. Every time!
- The command dash is fun against a Ken who's watching the skies "Hi Ken!" *SMACK!*
- But it must be used carefully. Or just throw cation to the wind until I learn when not to use it.

But it's enough for today. Tomorrow, I try to use this.
 
I tried it and it works. Thanks. The hardest part is adding links prior to the inputs, something I can't do at this moment.



I tried, I got it to work but it's hard. I pressed two punch buttons as soon as I did her thunder knuckle, but sometimes it won't cancel whether I do it really fast or slightly fast. I can't do it consecutively. Do you use qcb hp to do thunder knuckle cancel? Can you give me an input on how it's performed?

Sorry, have been very busy with work so I couldn't reply.
Did a quick (hastily edited) video tutorial.
Should clear things up for you. I usually make them very in depth with a more detailed breakdown but I don't have time. But if you practice the combo in parts as I've done here, you can see how it should be performed as well as seeing that QCF buffer input for the Thunder Knuckle Cancel to Ultra.
 
https://youtu.be/X0wnIG836kY

The first of four fights against an experienced VSav Sasquatch user. People who don't know much about Vampire Savior or Darkstalkers should check it out so you know what you're getting into when you hop on that Darkstalkers IV train. Most aren't read for these abominable short hop combos. Still can't believe this game was made in 1997.
I record the fights directly using OBS. I then full screen the fightcade window with obs running on my other monitor.
Thanks for the response. I might try this for myself.
Hoping this is a good place to ask. I've basically never played a fighting game but am looking into getting into them. Would either SFV or MKX be good as a starting point?
SFV is the noob friendliest the game has been in more than a decade. I don't see another opportunity like this one and crossplay will mean the audience should stay huge if the online is good. You'll have to put in work just like with any other fighter, though.
So, been playing a couple of hours of "surprise the SFV beta is up!" and I am taking my lumps. I leveled up without winning even once. Finally got one win, but wow was that an unpleasant awakening to just how much I suck at Street Fighter. That said, it was really fun, too. I learned so much so fast. I picked Karin, because the sane thing would be to pick someone I know how to play, like Ryu, but F that noise, Karin is in, and I will play her. And get destroyed until I figure out how NOT to get destroyed.

Things I learned from paying attention to my own game for two hours:

General notes
- Holding down+back is not a good anti-air. Consider adding a P to it. Or at least block high.
- I give up WAY too much space, I need to learn to only block when I need to block.
- I panic too easily, or get too greedy on an advantage. Lost several close rounds because I failed to close it.
- Walking up to a grappler and throwing them is still really funny. Refuge in audacity works in fighting games.

Karin notes
- qcb+P make Kens stop throwing fireballs
- qcb+P works once. Maybe twice. Then they start blocking high.
- Stop mashing the rekkas. Rekkas don't mash well.
- cr+P is a fine anti-air.
- The EX versions of qcb+P and qcb+K have opposite uses of their normal ones. P goes up, K goes forward.
- She has a command dash. I should use that instead of jumping forward. About as open, but faster.
- I don't get her V-Skill.
- V-Trigger makes people back off. They respect the rekkas. Throw something else at them. THEN the rekkas when they start worrying about getting thrown, or something.
- Karin seems fragile, hit trading does not seem in her advantage

I still haven't found any really good combos, but I know they exist since I ended up in a Karin mirror with someone who definitely knew her. How they got me into a juggle state, I have no idea about. If anyone has any Karin tips before the beta ends, do feel free to share.

Also, I find that my usual fighting game anxiety just doesn't show up for SFV. I think the UI helps a lot. The matchmaking is much more automated, I just play in Training Mode and then ANOTHER FIGHT IS COMING MY WAY. No need to search, and then pick a name, hoping they have a good connection, (and then find out someone else was faster to pick them) and having both players hit ready. No, you pick a character in advance, so the fight can start as fast as possible.
Huh, after writing out all of that list, I got online again for just 30 minutes and win twice. Lost more still, but... maybe writing my lessons down is a good thing. So, to share with the thread...

General
- Patience. Pressure the opponent is fine, but if he insists of defeating himself on you, let him.
- Play dirty! If the opponent has no answer for something stupid, it's not stupid.

Karin
- Remember three three ranges of qcb+P, they are for the different fireball ranges
- Collary, if it hits, hit down+K for more damage. Every time!
- The command dash is fun against a Ken who's watching the skies "Hi Ken!" *SMACK!*
- But it must be used carefully. Or just throw cation to the wind until I learn when not to use it.

But it's enough for today. Tomorrow, I try to use this.
Karin has 900 health iirc, so she's pretty fragile. I also could have sworn I read somewhere that her qcf.k dash lets her slip past projectiles. Is that not the case? I should actually try it instead of asking like a dummy. Desktop takes some time to set up so I'll get on that real fast.
 
Sorry, have been very busy with work so I couldn't reply.
Did a quick (hastily edited) video tutorial.
Should clear things up for you. I usually make them very in depth with a more detailed breakdown but I don't have time. But if you practice the combo in parts as I've done here, you can see how it should be performed as well as seeing that QCF buffer input for the Thunder Knuckle Cancel to Ultra.

Thanks. If I have time, I'll try this out.
 
Karin has 900 health iirc, so she's pretty fragile. I also could have sworn I read somewhere that her qcf.k dash lets her slip past projectiles. Is that not the case? I should actually try it instead of asking like a dummy. Desktop takes some time to set up so I'll get on that real fast.
I don't believe it does, I've run into one too many Hadokens with it already. qcb+P is the projectile immune one.

Also, I just comboed into super. In a live match. On purpose! On my first attempt at it, too! qcf+HK, P, qcfx2+P I didn't even train it beyond doing the super input multiple times in training. It just seemed like it would work, and it did. That's not normally a thing I do. But I just went for it, and sure enough, boom. My Karin got a lot more scary now. So, don't play slow footsies with a fully loaded Karin. She has one hell of a whiff punish. I actually had to stop playing because I had to hype off, because that was totally awesome.

I have go harvest a few of these replays before the beta ends. Um, you CAN rewatch previous fights, right?
 
New to fighting games, played a ton of SFV beta this weekend and had a great time.

Some general Ryu questions: I spent time in the training room to learn some basic combos but I don't really have a good sense of when I should be utilizing them. Take his target combo for instance (st MP st HP st HK);should I be using this after something like a whiffed DP, or in a entirely different scenario? Also, I'm having a really hard time utilizing his corner pressure once I get people into the corner. Any tips on what the go to moves/combos should be once I get my opponent into the corner? Thanks.
 
Karin's v-skill can be used occasionally as a hella long range poke, it's also a decent ender after the launcher.
 
New to fighting games, played a ton of SFV beta this weekend and had a great time.

Some general Ryu questions: I spent time in the training room to learn some basic combos but I don't really have a good sense of when I should be utilizing them. Take his target combo for instance (st MP st HP st HK);should I be using this after something like a whiffed DP, or in a entirely different scenario?

Can't remember exactly how fast his st.mp is but its typically useful in punish situations like DP''s although you'd want to use crush counters for that but starting off just use his target combo to punish.
 
Noob reporting.

Looking for help with killer instinct on xbox one, trying to figure out how to effectively execute combo breakers, so far my two best starts work about 1/8th of the time against hard cpus.(basically i hit the right anolog stick as im getting hit) Ultimately after playing the training i still dont feel ive wrapped my head around how the system works, if anyone could give me some tips it would be greatly appreciated.
 
New to fighting games, played a ton of SFV beta this weekend and had a great time.

Some general Ryu questions: I spent time in the training room to learn some basic combos but I don't really have a good sense of when I should be utilizing them. Take his target combo for instance (st MP st HP st HK);should I be using this after something like a whiffed DP, or in a entirely different scenario? Also, I'm having a really hard time utilizing his corner pressure once I get people into the corner. Any tips on what the go to moves/combos should be once I get my opponent into the corner? Thanks.
Specifically for a whiffed / blocked DP in V, landing your Crush Counter move is the better option. Fills up some of your V-Meter and provides you with enough time to follow up with your combo of choice. HK sweep also causes a hard knockdown, for what it's worth.

Understanding the ranges between both characters in a fight as well as how to apply frame traps when appropriate helps quite a bit with regards to corner pressure, so Juicebox's footsies video (listed in the OP) should assist you in comprehending that on a fundamental level. Someone else can comment better on Ryu specific strategies.
 
Specifically for a whiffed / blocked DP in V, landing your Crush Counter move is the better option. Fills up some of your V-Meter and provides you with enough time to follow up with your combo of choice. HK sweep also causes a hard knockdown, for what it's worth.

Understanding the ranges between both characters in a fight as well as how to apply frame traps when appropriate helps quite a bit with regards to corner pressure, so Juicebox's footsies video (listed in the OP) should assist you in comprehending that on a fundamental level. Someone else can comment better on Ryu specific strategies.

Can't remember exactly how fast his st.mp is but its typically useful in punish situations like DP''s although you'd want to use crush counters for that but starting off just use his target combo to punish.

Thanks! cr.HK has definitely been my go to, and definitely seemed like a really strong button in general against the low skilled players I fought over the weekend in the beta. I still keep getting caught by wakeup DP or throw though, but that's just my fault and I need to hammer into my head to block or tech.
 
Thanks! cr.HK has definitely been my go to, and definitely seemed like a really strong button in general against the low skilled players I fought over the weekend in the beta. I still keep getting caught by wakeup DP or throw though, but that's just my fault and I need to hammer into my head to block or tech.
Meaties are also a valuable tool for snuffing out unsafe shenanigans like wake-up throw, if you know someone's likely to react in such a manner. Requires some practice to get the timing down pat at different distances, plus once you've set that rhythm, you could try doing it a little too early to bait out a DP-esque move and then punish accordingly after blocking. It's a concept you have to get a feel for regardless while being able to accurately read your opponent.
 
I managed to save my last three fights from SFV beta to video before it closed. I've been going over them to find out what went wrong and if I can spot any bad habits in my own playstyle. I would like if someone could go over them with me and see if I'm on the right track with my own analysis, or if I'm missing something obvious.

So, my final three matches in order, I play the red Karin in all three:

1. Karin vs. Ryu (0-2)
Own Analysis: A total collapse of my defenses. I let him get away with way too many jumpins, but I don't know what Karin has that can stop that. Will need to go into training mode in the full game to record a jumpkicking Ryu and figure out how to swat him out of the sky.

2. Karin vs. Necalli (1-2)
Own Analysis: It started off okay, and then I started losing. I'd chalk it up to being unfamiliar with Necalli, but I can't put my finger on what changed after the first round. I got hit with the charging attack way too much, though. I should not give up space to Necalli, he needs to be pressured, I think.

3. Karin vs. Zangief (2-1)
Own Analysis: I jump a lot in this one, but I just don't want to be on the ground in front of Zangief. I would have lost this one, I think, had I not improvised that launcher into super in round 3. I need to figure out what else I can do with that launcher in the full game. Also, did I win this one, or did my opponent defeat himself on me? (Normal throwing grapplers FTW!)

It's fun to look at matches like this, like really trying to figure out what went wrong, but I could use some tips on my general playstyle, too. I know I leave way too much damage on the table due to having no real combos on deck, but that's a Training Mode thing to fix. I wonder more about my neutral game.
 
I'll make this short:


  • Very new to Street Fighter but has played SF4 on my 3DS
    Has watched guys like Mike Ross and Gootecks and Maxi Dood and tons of other guys and is inspired to get good and have fun
    I've preordered the Street Fighter V: Collector's Edition for my PS4

Be... gentle... Hahah.
 
I'll make this short:


  • Very new to Street Fighter but has played SF4 on my 3DS
    Has watched guys like Mike Ross and Gootecks and Maxi Dood and tons of other guys and is inspired to get good and have fun
    I've preordered the Street Fighter V: Collector's Edition for my PS4

Be... gentle... Hahah.

Welcome prepare to die a lot like in BloodBorne and enjoy your stay =]
 
I managed to save my last three fights from SFV beta to video before it closed. I've been going over them to find out what went wrong and if I can spot any bad habits in my own playstyle. I would like if someone could go over them with me and see if I'm on the right track with my own analysis, or if I'm missing something obvious.

So, my final three matches in order, I play the red Karin in all three:

1. Karin vs. Ryu (0-2)
Own Analysis: A total collapse of my defenses. I let him get away with way too many jumpins, but I don't know what Karin has that can stop that. Will need to go into training mode in the full game to record a jumpkicking Ryu and figure out how to swat him out of the sky.

2. Karin vs. Necalli (1-2)
Own Analysis: It started off okay, and then I started losing. I'd chalk it up to being unfamiliar with Necalli, but I can't put my finger on what changed after the first round. I got hit with the charging attack way too much, though. I should not give up space to Necalli, he needs to be pressured, I think.

3. Karin vs. Zangief (2-1)
Own Analysis: I jump a lot in this one, but I just don't want to be on the ground in front of Zangief. I would have lost this one, I think, had I not improvised that launcher into super in round 3. I need to figure out what else I can do with that launcher in the full game. Also, did I win this one, or did my opponent defeat himself on me? (Normal throwing grapplers FTW!)

It's fun to look at matches like this, like really trying to figure out what went wrong, but I could use some tips on my general playstyle, too. I know I leave way too much damage on the table due to having no real combos on deck, but that's a Training Mode thing to fix. I wonder more about my neutral game.

Right off the bat you're going to have to stop throwing out special moves at full screen for no reason/hail mary. You're getting punished a lot for it. Also once you're in on your opponent you jump back right out.. Why? Now you have to fight your way back in again, and as is you're having hard to getting in.
 
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