REINHARDT Guide | The BEST REINHARDT Guide In Overwatch 2 | 2024 – YouTube Dictation Transcript & Vocabulary
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インタラクティブスクリプトとハイライト
1.if there's one thing you take away from this video it's this rinard has three main play Styles the brw heart dive heart and sponge Hearts the braw heart is the classic Ryan play five striking Corners walking onto squishies during your braw Cycles like when there's a May wall or a Bastion and turret and getting key kills with your shatter the second is die fart playing fast in with your PIN either to clear High grounds or to reach the enemy backline to directly BW them or to do the third place Style Spong Shard this is playing low resource by just holding up your shield and Zoning off ranged backline squishies like aror even better if you're foring Point while you're at it the key is knowing when to switch between any of these play Styles Ryan's primary fire torps Hammer but better is a massive rocket Hammer that deals 100 damage in a 5 m radius that can CLE multiple enemies at once firstly you can extend the range of Ryan swing by drastically swinging your camera back and forth it's pretty well known at this point but you can see here how I can't hit the hog but the second I start jiggling my camera back and forth I'm able to reach him the second and last bit of crucial advice is Target priority more specifically when you're playing against close range squishies like May Sim or Reaper you need to be trying to swing onto them instead of just their tank this advice is so important that it's not specific to Ryan in this example of a Ryan versus Ram matchup which I will talk about later you can see the Ram from Atlanta Focus down mouthal which forces his cryo early you can also see Vulcan trying to do the same but because the mayol on his team is just not very good Vulcan on the Ryan can't really Force the mace cryo Ryan's first ability rectangle man is A600 Health Point barrier that your movement speed by 30% and at 160 Shield per second after 2 seconds of not using the shield the simplest thing you can do watching this video is to improve your Shield management there's a good chance that if you're watching this it's going to be 2025 and Ryan players are still going to make this mistake stop using Shield to block meaningless damage at the beginning of fights because when you actually need your Shield to move or rotate you're not going to have much of it left now here's six ways to quickly maximize Shield management firstly learn out the shield hop again a tip as old as time but this is done by jumping forward when you Shield do not do this if the enemy team of one short Heroes and if you're doing this against Heroes like Anor make sure you do actually block their Nal sleep darts secondly stop flashing your shield in front of the enemy team for no reason it's less common nowadays but I do still see some Ryan flash their shield for their and they never let it regen thirdly if you are swinging onto the enemy tank please be wary of vital cooldowns that can shut you down entirely and more specifically I'm of course talking about sleep Dart and nade we'll talk about this more in the play section but you can't always just rush and swing on the enemy tank if there cool Downs like n or Discord that just melt you the penultimate tip which is quite Niche you can block healing or certain ultimates from Landing with just your Shield so for example if you shatter someone and the enemy Lucio beats you can put your Shield between the Lucio and the Target that you shattered so they don't get the beat lastly do note that you can block infinite amounts of burst damage even if your Shield is 1 HP good for blocking burst damage ultimates like Diva Bomb John CRA Tire or even hon Ryan's second ability Hellboy is a flaming projectile that R not tosses in a straight line piercing enemies dealing 120 damage he's got two charges of his fire strike each on a 6sec cool down thankfully fire strike is straightforward in the majority of cases just fire strike around corners because Corners are the hot spots of the map meaning that's where most players are playing around the best part you don't need mechanical skill to aim at a corner and of course you also want to try to cast your fire strike before turning a corner then you toss it after the cost time is finished in order to minimize how much your hitbox shows you can also do that fire strike swing combo which has been talked about for eternity one massive tip with fire strike is actually knowing when not to use it for example if you know the enemy Reinhard has shatter don't fire strike in front of him unless he's super low it's just not worth the damage in 99% of cases another case is when you don't have armor it's a good General principle that if you don't have armor you shouldn't fire strike because you won't be able to pull up your shield in time and you'll take a ton of damage if not die the key thing here though is about aggression of course you can fire strike on low HP if you're not tanking any aggression but chances are if you're already low you're going to be tanking a lot of aggression lastly I want to talk about fire strike gaps essentially these are super tight narrow angles that allow you to get really good fire strikes onto spawn or past Corners you're seeing some examples in the background that I use personally in my games but you could definitely go further than this Ryan's third ability kamakazi makes him charge in a straight line for 50 m in which he can carry an enemy into a wall if he does he deals 300 damage whereas if he bumps someone during his pin it's going to do 50 you can also cancel your PIN at any time now on a very basic level a safe usage of pin is usually one with short distance and one that minimizes exposure to the enemy team there's not much to say here on this basic level because the next level gets quite a bit more complex so bear with me let's say a tank goes onto your backline it could be a Winston jumping in or it could be an Arisa spit spinning on your backline there's four options you have option one pin the enemy tank we'll call this peel pins for now and it links to the brw hot play style that I mention later on pin or or swing on the enemy backline we'll call this trade pins and it links to the dart play style option three no pin just Shield off the backline we'll call this no pin and it links to the sponge Heart play style option four have a mixture for example doing either option one or two then moving to option three this is a very difficult and contextual question to answer and you might not think that this is important but I you that this question gets raised multiple times in every single one of your games but if you struggle with this don't worry I give a broken down visual example in this section of the guides the first overarching factor is how easy the targets are to kill if there's a KIRO right in front of you in swing range you're likely going to focus her over the full HP Winston in your backline there's some factors here though that can make the same Target much harder to kill the first is high grounds if their backline is on low ground then doing option two when you pin onto them is a lot more feasible however ever if they're playing High Ground then that option becomes longer and more costly so doing either option one or option three would be best the second s factor is mobility simply put you're never going to reach a Lucio Juno or any backline that has a Lucio or Juno in it most of the time this can also involve backline Heroes with verticality like Baptist or life Weaver who even if you pin onto them they can just leave and pop over to High Ground the third subf factor is sustain if there's an over 1,000 h P priming Winston in your backline pinning him isn't going to do much unless there isn't anything else better to do like shooting off their backline the same goes if there's a for figh ARA walking on your backline if the tank is just unkillable and they're not even that dangerous option one is likely out the picture you can see an example of this with cloudy's Ryan guide half a year ago where he just ignores the Arisa and chooses option three basically just not pinning and shoting off the enemy backline but why did he choose option three and not option two of just pinning straight into them well that leads me into the final sub factor which is what I call the five triggers if you've watched my doomfist guide this will be familiar to you but in short the five triggers are positional HP cooldowns ultimates and numbers so what do I mean by those five triggers well let's apply them to cloudy situation firstly there isn't a positional trigger for cloudy here to pin on to anyone what a positional trigger might look like is the enemy aror or Kiro being isolated there's also no HP trigger because the enemy backline are get this not low HP there's also no cooldown trigger because the enemy aror still has her cooldowns so cloudy shoting them off instead of pinning there's also no ultimate trigger because there's no sound barrier or CUO rush or any ultimates that could really enable cloudy to dive the enemy backline with pin lastly there's no numbers trigger because cloudy is currently in a 4v5 and he's the only one zoning off the back back line so hopefully I've summarized that factor pretty well now to the second Factor being the danger or threat of the Target in other words if the target is highly dangerous like a nanoblading Genji diving your backline you should probably try to either pin him or shatter him instead of blocking off range damage the first sub factor that plays into danger is losos or line of sight in other words if the enemy backline does not have line of sight to their tank you don't need to do option two or three because there's no d D or threat that needs to be marked in this example LH Cloud's team are constantly pinging the Anor and when the Winston jumps in Cloudy decides to choose option one and pin the Winston why is this well if we look at where the Anor moves the Anor decides to rotate out of losos from our Winston meaning she can't throw a nade during the dive this means there's no nade for cloudy to block with his shield so he can just pin the Winston for free even in the OverWatch League we saw the Spitfire commonly mayw the honor so that Hardley can pin the Winston without the worry of his team Being Ned the second sub factor is the range of the enemy team characters like Anna Zen Hanzo Ash and more either have big sources of range damage like ash shots Hanzo arrows or Zen orbs or they've got big sources of ranged utility like nade dynamite sleep Dart and Discord that need to be blocked off with your Shield so option three is usually the best course of action here if you're playing against the Lucio KIRO backline there is no nothing to Shield so option one or two become more attractive the third subf Factor kind of links on to that but if there's key cooldowns or abilities that you need to block with your Shield don't go on and pin the enemy tank conversely though if there's a nanoblade or a nano blossome or some kind of big alt combo that is melting your backline pinning that threat away and even using shatter for it instead of being a big rectangle man is more than reasonable the fourth subf factor is the abilities and alss from your own team if your team has a tanky backline like brig on a Cassidy they're usually okay so you can spend your time doing option two or three unless killing the enemy tank is super easy and doesn't endanger your team but what if the entire enemy team is dangerous when in short do option four you can block the enemy arnor's nade then because she's less dangerous pin the enemy tank if possible or continue to be a big spongy rectangle or dive and pin a squishy who looks to be dangerous when I get into that place low section there going to be a really good example to show what I'm talking about and I'll probably see on screen what section that you should skip to for that kind of stuff before we continue got to plug my coaching it's approved by SPO so that's how you know it's good check it out in the top Link in the description Ryan's ultimate earthquake makes Ryan slam his hammer into the ground taking half a second to cast traveling up to 25 M and dealing 50 damage with a 3se second stun if an enemy is hit in the epicenter of shatter you get a 150 damage bonus the old shatter section in my Ryan guide was pretty big and Bloated so I'm going to keep it simple nine times out of 10 you'll be looking to shatter one or maybe two Targets that can hopefully lead into a kill usually there'll be overextending targets or targets that are completely oblivious to a shatter but the bottom line is that if you shatter them it should hopefully lead to a free kill or you force out some big support cooldown like lamp or lifegrip clown showed an example of him hitting a fan shatter with that 25 M range but this isn't the reality in the overwhelming majority of scenarios and he even said that himself there's a lot of quick fire tips that I can give with slam so here's a bunch firstly be decisive OverWatch is one fast-paced game and moments to hit shatter are fleeting so even if you don't hit the slam it's worse to hold on to it and regret losing a fight because you never even tried secondly do not fire strike in front of the enemy Ryan when you know he has shatter you can fire strike at distance but again don't greed it up close thirdly be cheeky with your shatter find little nooks and crannies to hide behind to get a good slam from or as cloudy does be unpredictable with your slam slamming very early around the corner isn't something that many players would expect which is what he does here fourthly if you've slammed multiple targets the best cause of action is to usually swing twice then Crouch fir strike the extra half a second stun and shatter means that you can typically squeeze in another swing and the Crouch makes sure that you can hit multiple targets who might be laying down if you need to get an insta kill though pinning is just fine and even better if you pin someone at the end of your shatter duration I.E when they're about to come up off the ground you'll get out charged for that pin fifthly track cooldowns before slam zarya bubble fortify fade abilities and sometimes some other CC can block or interrupt your slam But shatter does travel underneath the payloads use this to your advantage and lastly play fast with your shatter when you're down ultimates this is pretty Advanced and gets into the realm of Oak tracking and macro but this can literally swing fights so here's a textbook example for myself explaining this from my tab video the point being is that they're going to get five ultimates we're going to get three and if I just stand still on point and let them come at us we're going to lose because they've got more ultimates knowing that I decide to take matters into my own hands and to try and play fast with shatter now micro wise I should have been playing closer to this corner to be able to get that shatter around the corner and for the epicenter of my shatter to actually hit the target so I get that one shot I think I was just a bit scared of taking too much damage early on but the point being here is when I see the Cassidy I walk forward and I shatter around the corner like that I don't to get it on the sensor again could have been better micro wise but I do catch that KIRO and I do the swing swing fire strike combo and I get that kill now you can't see my HP in the bottom left but I am very low I get down to like 38 HP there you you could make an argument that if I'm higher ELO this play doesn't work and I think that's fair but again that's to do with micro I think the actual plan of what I did the macro stuff there perfectly fine now to the play style positional and compositional section of the guide I'm going to glance over positioning very quickly because it's heavily based on your play style anyways but please do the basics of sticking to walls and corners and not standing out in open space unless you're moving or rotating now beginning with the three play Styles this was heavily mentioned in the pin section and was inspired by cloudy but I think I've made some slight improvements the first play style is Bru heart this can be one of two things either the typical BR mirror where you're looking to walk and swing during your maze walk cycle or you're looking to play the long fights and BR with your sim if you're not in a br mirror this can just refer to walking up and swinging on the enemy tank especially in dive when they've already Dove and they're going to be on the back foot the second play style is darts you might already be familiar with the term diart from Infamous Ryan players like antoon KOCO it can be funny to look at these clips and wonder why or how he's able to get away with these seemingly ridiculous pins and that's what this play sty revolves around but in almost every clip he uses he's got one if not more of those triggers that I mentioned beforehand he will dive that don't have much cc to stop him he'll pin isolated targets he'll shatter isolated targets and he'll often do this play style L into the fight when things become a bit chaotic there's also a bit of extra macro here related to the die play style which is using pin to clear High grounds I know dado is getting a rework so it's going to be less relevant but it would be very common to pin across High grounds to clear them because you would often get shot from High Ground if you didn't and it'd be very difficult for your own team to take High grounds but when is it not good to clear High grounds well to put it very simply if your team can do it without your help in this example cloudy doesn't clear The High Ground and instead he chooses to force carts which I'll talk about later but why surely he should just pin up The High Ground and clear the Winston for his team well he doesn't need to because the Juno Bap on his team both have the range and Mobility to poke up the Winston so it's a waste of time to give a ranked example cloudy gives one himself in his own rinh guide where because his team have the mobility and range to do so he can just force the point without having to clear High Ground now on the last play style being sponge heart you can also call this poke heart if You' like or being a big rectangle man this is where you play Slow demand little healing from your supports because you'll just be holding your shield and hopefully zoning off those squishy heroes from distance now we've already talked in detail about when to do this play style in the pin section because you're not pinning here but what I didn't talk about is forcing points which can be incredibly strong on Reinhardt to give a greater example here cloudy pins on the points while the Winston jumps his backline and he's just holding up his shield while he forces the cards now why is this so strong well it forces the enemy team to make a move or specifically it forces them to look at cloudy and pay attention to him because if they don't they'll just see n the points now why isn't he pinning straight onto backline that also forces them to make a move and it also forces them to pay attention to cloudy well he hasn't got a trigger he's basically got no armor he's got no cooldown trigger he's got no numbers trigger because his back lineer occupy with the Winston and he's got no ultimate trigger only later into the fight when he's got a clear numbers Trigger or Advantage alongside a cooldown and HP Advantage did he start walking on the backline and this leads me on to the final bit about play style which is switching between them even Anon Coco a Ryan player who's often just seen as a massive meme does this in this example he does that SpongeBob playall temporarily holding up his shield and only when he sees the trigger of an isolated honor does he shatter the honor and get the kill he's not just blindly pinning the honor and getting slept or Ned to put it all together is a very indepth example from cloudy's gameplay and this should hopefully show the dynamism in play Styles and when to switch between them so I thought I look at this fight from LH Cloudy of course from the recent owcs tournaments and in this fight alone he makes six play style changes or the six different play styles that this guy does in about 20 seconds also apologies for my PC worrying in the background that you're going to hear so to start off the fight here cloudy is just sponging again he's looking to Zone away that ashor during the dive and the the Winston is just a secondary threat so you'll see sky jump in at any time right here so he's in right now hyping from tuno and instead of turning around and looking at the Winston notice what cloudy does he sponges now the dynamite does still hit from the Ash on Zoro but he still looks to Zone The Ash like make sure they don't get Los onto the dive and you can see this works quite well because press's nade I believe if I slow it down here a little bit you can see it just right there not sure if you can see that but it just goes over cloudy's head and it unfortunately does not hit anyone which is really really the the key thing here and that's mainly because each or either side that the Anor can go either left or right side cloudy can Mark and Zone that angle so the NES going to get blocked anyway so this nade gets pretty much no value as you can see just hits the bus there all this primary focus now is to make sure that there's he's zoning away the DPS from the orbital Ray so zoning the ash holds that coach gun really nicely now this is really really key he switches playy this is the first playy switch he switches onto the wion here why because these guys the honor and the ash are no longer a threat prash has already used this nade which is the primary threat and z Zoro has already used coach gun and he's already used dynamite and he's got no angle like if I go to zoro's POV here what is he shooting at nothing nobody basically the the Juno and that's it right so cloudy just has to turn around and look at the Winston because he's easier to kill and he's a bit more dangerous than the enemy Ash as you can see here he eventually goes for a slam here when the wion jumps down to the carts unfortunately I think it's because skyo jumps above the cart that the shatter doesn't hit so sky goes into Primal because of that really unfortunate there and we'll talk about that at the end but because the Winston's into Primal do you think Cloud's going to still swing at the Winston no he's not he's going to swing to a fire stri that one way immediately switch back plays to the Spong Ryan as you can see there pops up his shield for ghost sponging the damage from Ash and from the potential honor as well now this is really important cloudy doesn't and this is a mistake from Cloudy in my opinion he doesn't stay in this sponge shot Playa for long enough he actually decides to make another play all switch to the D play style deciding to pin onto the Ash and because of that the dynamite I believe gets tossed in and it gets exploded by Zoro now if you look at the BS HP here because cloudy doesn't Shield off or sponge that Ash Dynamite I believe ghost on the Baptist ends up dying so if you look at ghost's HP in the top right here it slowly slowly goes down there you go just gets finished off by the Primal there so bit unfortunate by cloudy I think he should have sponged for longer and then once he blocks that sleep Dart and the enemy Ash Dynamite then he can go for this pin still though not too bad and again he switches back to sponging so this is the fifth place that we're now on he goes back to sponging sponges the enemy Ash coach gun and the enemy aror nade and yeah from there on he just keeps sponging basically and from here it's pretty much a done on this fire again he keeps sponging keep sponging keep sponging his Baptista is dead so he's got limited heals and now because it's really the end of the fight it's a 4v5 not really winnable for the side of Cloudy team he decides to do one more last ditch attempt goes into that die fart play style goes for the enemy Juno misses the swing on fortunately or the first swing onto tuno I think if he just train swings this Crosshair to the right then that hammer will should hit tuno but bit unfortunate there just Lally following two swings though but yeah is what it is so to just do a quick summary of what happened that fight and to also break down some of the mistakes cloudy made cloudy initially sponged away the enemy backline in a decent fashion the arnor didn't land and he zoned away Zoro and Captain prash from that Juno orbital Ray and then he turned around looked to RW the enemy Winston unfortunately he misses his shatter but then he goes back to sponging when ghost is low unfortunately again he should have sponged a bit longer to block the ash dynamite and potentially that sleep do that crash through at cloudy as well then he goes to the die play style pinning onto the backline then he goes back to sponging when he realizes that they're way too far away and he can't really walk onto them then he goes back to diving at the very very end when the fight's basically over and he's just looking for a trade I think the useful thing when breaking down fights into this sort of format is that you can see specifically where the mistakes are made in each of those play Styles right like you can see that cloudy made a mistake in the sponge play style at number two and stage three as well in terms of sponging for longer so if you want to use this for your games I think it's going to be quite useful finally the last bit of this guide tank of matchups Ryan versus Diva the key to this is paying attention to what diva is doing with her boosters if she's using boosters to go to a certain angle that leaves her backline vulnerable to be Dove or to be zoned and sponged and of course on linear Maps like Le Jang you're more than able to just out brw her Ryan versus doom doom is almost always going to be looking to avoid you he'll be trying to abuse his Mobility by playing around you and most likely going on your backline squishies in which case apply that advice from the pin section and you should be just fine Ryan versus queen a lot of the time you're actually going to be sponging the queen from distance because she really struggles at traversing an open space due to her lack of a shield it's something I talked about in my brw guide of course if you're playing a Ryan make comp and you can just demoll her by all means do that first play style Ryan versus malga holy sponge the advice I just gave to Queen applies here but even more so the example I always love giving is when Hardy played against malga on Le Jang and he sponged a ton forcing the malga to walk through tedious amounts of open space which forces his cardak overdrive early allowing Hardley to brw later into the fights again changing play style from sponge heart to BR Hearts Ryan versus Visa again unfortunately they're going to have to keep sponging either sponging the orisa specifically from distance or sponging her backline brawling isn't really an option unless she's got no cooldowns and you have a massive Advantage Ryan plus Ram I'm going to keep this one simple Ram beats you in neutrals since his punches have got more range and they go through your Shield however when Ram doesn't have his form that's when you can out braw him but more pay attention to his Nemesis form even though it's 8 seconds long it's more like 5 to six because Ram players will usually play less aggressive towards the end of their form you also beat Ram in terms of the alt game because you can completely shut down his Annihilation so keep all that in mind when fighting Ram Ryan versus Hog you can pretty easily out braw the guy on paper and if the hog is any sense he's going to avoid you to try and sneak some hooks past your shield in which case the latter two play Styles will be needed Ryan versus Sigma definitely a good match up for you unless the map benefits Sigma a ton Ryan out BRS Sigma because you can easily block his accretion but the big big trap here is just trying to outro the sigma and getting tunneled there's tons of times where your DPS need you to sponge for them them to be able to win their matchup which allow you to bra or dive afterwards here's a great visual example of what I mean if you walked over your hando up to The High Ground you can actually pin off the Ash and then catch the ash right if you kill the ash here very likely to occur considering the nature of this matchup you can just drop down a pin anyways you can walk forward with the rectangle here a big big fat rectangle man maybe th a fire strike and then after you get a kill you can do that die heart stuff you know Ryan versus Winston if you're able to pin him with when he Dives great if you're able to shatter him when he Dives even better but again the trick is to not tunnel just on the Winston and to sponge any ranged damage that comes your way I highly recommend watching that cloudy example so you can get the full picture Ryan versus ball honestly the same advice to Winston but should be easier to shatter the ball considering he hasn't got a bubble and last but not least Ryan versus zarya very easy matchup for you since you can just completely out rule her just make sure you track her bubbles for shatter keep in mind that sponging can also be very useful to block her beam then you can swing onto her during her reload and once she's dead or it's let into the fight doing that die play style becomes more reasonable that's it for the guide I'm confident that this Builds on Cloud's guide even more and breaks down the big Ideas into more smaller digestible Parts if you enjoyed don't forget to like comment and subscribe and if this video helped to raise your IQ feel free to share it with your friends to also raise theirs until next time
💡 Tap the highlighted words to see definitions and examples
重要語彙 (CEFR B1)
importantly
B2(sentence adverb) Used to mark a statement as having importance.
Example:
"but more importantly pay attention to"
guarantee
B1Anything that assures a certain outcome.
Example:
"this is important but I guarantee you"
particular
B1A small individual part of something larger; a detail, a point.
Example:
"is die fart playing fast in particular"
backlines
B1Collectively, the players known as backs, whose job it is to create and exploit space.
Example:
"backlines that don't have much cc to"
decreases
B1An amount by which a quantity is decreased.
Example:
"decreases your movement speed by 30% and"
regenerates
B2To construct or create anew, especially in an improved manner.
Example:
"regenerates at 160 Shield per second"
teammates
B1One who is on the same team.
Example:
"teammates and they never let it regen"
admittedly
B1As is acknowledged to be true; by general admission; confessedly.
Example:
"admittedly is quite Niche you can block"
ultimately
B1Indicating the last item.
Example:
"ultimately shatter does travel"
relatively
B1Proportionally, in relation to some larger scale thing.
Example:
"relatively straightforward in the"
単語 | CEFR | 定義 |
---|---|---|
importantly | B2 | (sentence adverb) Used to mark a statement as having importance. |
guarantee | B1 | Anything that assures a certain outcome. |
particular | B1 | A small individual part of something larger; a detail, a point. |
backlines | B1 | Collectively, the players known as backs, whose job it is to create and exploit space. |
decreases | B1 | An amount by which a quantity is decreased. |
regenerates | B2 | To construct or create anew, especially in an improved manner. |
teammates | B1 | One who is on the same team. |
admittedly | B1 | As is acknowledged to be true; by general admission; confessedly. |
ultimately | B1 | Indicating the last item. |
relatively | B1 | Proportionally, in relation to some larger scale thing. |
ディクテーションの文法と発音のコツ
Chunking
理解を助けるため、話者が句の後に取るポーズに注目しましょう。
Linking
単語が繋がるときのリンキングサウンドを聞き取りましょう。
Intonation
重要情報を強調するイントネーションの変化に注目しましょう。
動画難易度分析と統計
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