쉐도잉 연습: This is why you suck at Peeking (and how to fix it). - 영상으로 영어 말하기 배우기

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Peaking is a fundamental skill that everyone needs to know to even be competitive in Valorant.
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But despite the fact that everyone knows what peaking is, very few players can do a perfect peek.
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It's kind of like throwing a punch.
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I know how to ball up my fists and punch something, but to a boxer like
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Mike Tyson, I would look like a complete idiot.
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So that's why in this video, I'm going to teach you my approach to peaking, ranging from rules to follow, conditions to consider, high -level insights,
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and an example breaking down how to clear an area based on everything we learned.
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If you're new here, I'm Royal G, a high radiant coach and player that likes to share wisdom and help people improve.
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I also stream live coaching and rank gameplay if you want to come say hi sometimes.
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I've got timestamps placed for each section in this guide, so feel free to jump around.
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So to start things off, peeking is a pretty simple idea.
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But like I've said in my past video on counterstrafing, simple ideas are often the most overlooked and taken for granted.
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In truth, a strong peek has a lot of important conditions and rules that every player needs to understand.
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Even radiant players aren't completely aware of all factors, so to demonstrate, I think it's best if we start with an example of this.
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So, here's an example of decent advice, but wrong application from a Radiant player.
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You're peeking the wrong way in Valorant.
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Stop peeking like this.
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Instead, peek with your back against the wall.
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The reasoning behind this is because if you peek close to the wall, the enemy will see you before you see them.
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As a heads up, I'm not trying to call him out.
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I think every player who has reached high ranks has insights to share and understands the game at a high level.
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I'm only trying to point out that even top players aren't perfect, and that means you can always improve more.
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To be fair, this was around 9 months ago, but just looking at the comments explains how little people understand peaking.
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None of the comments know why it's actually the wrong approach, but people can only say that it's not black and white.
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But it is black and white, if you understand peaking fully.
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So that's why throughout this video, I want you to think about why this tip isn't correct,
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and I'll give you the answer once we cover all the rules.
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Let's start with conditions.
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The first condition for a solid peak is having purpose.
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Peaking has a lot of different variations, like jiggle peaking, wide -swinging, standard peaks, and more.
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But at the same time, they're situational, which means that a good standard peak can't replace a good wide -swing.
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Typically, people don't have problems understanding what each peak is mechanically, but more so when to use them.
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And that's where purpose comes in.
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For example, it doesn't matter if I make the perfect wide -swing if an opera is holding from a distance.
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Instead, I should've juggled or jump spotted to bait a shot.
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It also doesn't matter if I do the best jiggle ever if I'm behind a paper -thin wall.
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It might've been better to just peak rather than try to bait a shot and end up being spammed.
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So you have to recognize that peaking is situational in most cases.
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I know this explanation doesn't solve your problem if you don't know how and why to peek, but hopefully as we go along,
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this idea stays in your head
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and you start picking up on different considerations a skilled player makes when they approach clearing an area or taking a duel.
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The second condition for a good peek is to have nothing messing with the peek itself.
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What I mean by this is being able to complete the peek without your movement being affected by obstacles.
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An easy example is, I can't wideswing if I don't have the space to, or if I'm slowed by Sage.
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And if you heard me say before that movement affects aim, a bad peek also messes with your aim and crosshair placement.
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That's why you have to minimize obstacles.
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This plays a big role in what you can and can't do in certain areas of the map,
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and also helps you decide how you need to peek.
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Having the proper space to make a good peek is top priority, because at the end of the day, a full mastery over peeking,
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or any mechanical skill in general, is to have complete control.
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Anyways, let's head into some rules and insights that shape how you approach peeking any angle.
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When it comes to rules, there's one thing that I always tell people first,
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and that's the fact that there will always be exceptions to a rule.
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But just because there are exceptions doesn't mean that a rule isn't useful in general cases.
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That's why I call these 95 % rules, because even though they have exceptions, they are the backbone of how players master peeking.
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The first rule might seem really weird and also hard to imagine at first,
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but it's something that you need to do immediately in order to start building up a foundation for how to peek,
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which is to imagine your peek from the enemy's perspective.
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The reason you want to do this is because peeking is very situational,
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but the insight here is that most of the reasons are based on the enemy's perspective rather than on your own.
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The reason I say this is because as a peeker, you're the one initiating the fight, which means that you're also pushing into the enemy's space.
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If you don't know where the enemies are, you need to be able to imagine where the enemy could
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be in order to come up with a proper idea of how to peek it.
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If you can't imagine the enemy, imagine how you would hold it yourself.
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It's good to find out what a strong peek looked like
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from the enemy's perspective in order to understand how you should be peeking different angles.
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Keep this rule in mind because it applies to almost everything.
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The second rule is also a foundational rule that I call the T rule.
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This is because basically every angle you'll ever peek should be visualized as a T.
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So let's take Ascent B main for example.
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Assuming the enemy is holding from the entrance and you want to peek him as effectively as possible,
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you can draw a straight line from where he's holding to the contact angle where you would peek from.
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How you would want to peek that angle would be a line drawn perpendicular to that straight line, and that's why it's a T.
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The reason is because you're maximizing your relative speed, which not only gets you to see the enemy faster,
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but gives them a harder target to hit.
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Another name that I used to call it was the right angle rule, because you peek at a right angle,
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so use whichever name feels easier to remember.
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Just as a quick aside, when I say contact angle, I mean whichever angle you're going to be peeking from.
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It's pretty important to identify what the contact angle is, because if you play around the wrong contact angle,
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then you might choose the wrong peek and misread the situation.
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So something that is really cool about the T -Rule is
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that it does more than just give you direction on how to peek an angle,
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but it also fixes something a lot of players often mess up, which is crosshair placement.
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If you know the angle you want to peek and can place your crosshair to the right of it and then peek,
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you're moving perfectly on that line, and you don't have to adapt your crosshair placement to diagonal movements and bad peeks.
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The third rule of peeking is pretty self -explanatory, but hard to implement well, which is to isolate fights.
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In most cases, it's not a good idea to wideswing into two people at once,
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for obvious reasons but in order to prevent yourself from doing that, you need to have a good awareness of what angles you're peeking into.
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For example, if I peek wide into Hookah, I'm open to a lot of potential gun fights.
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That's why it's important to isolate fights by peeking angles one at a time,
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and if there's an angle that you can't clear without running into multiple fights,
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it's probably better to use utility or gamble one and trust your teammate to trade.
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So I think something players often struggle with is that
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if they want to clear an area but also want to isolate angles,
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they feel that they have to walk peek into each angle since otherwise it would make noise.
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But what's really cool is that there's a threshold for movement before a step sound is made.
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Notice as I move here, I don't make any noise.
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This is super useful
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because I can clear an area without the risk of walking into the angle
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and giving an easy fight while also being silent.
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It's hard to do for people still learning, so I would say that you should only consider this if you have time to practice it.
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When it comes to taking contact while peeking, a lot of players have a knee -jerk reaction of running away after a few bullets
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because it's the best way to stay alive.
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But what most players don't think about beforehand or during the duel is whether the fight is a good fight to take,
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or if the enemy is in a bad position, or if running away is even possible.
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This mistake can cause missed opportunities and also practices a bad habit of playing scared.
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When peeking, you need to be prepared to take a duel.
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Your goal is not to fire warning shots or trade some damage and info.
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Your goal is to take control.
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You should be 100 % prepared to take a duel to the death if someone's challenging it.
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Unless your goal is to specifically bait out a shot or gather information, peeking means being ready to fight for space.
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So one thing that a lot of players might have heard before, and also was shown in the example, is a concept called angle advantages.
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The idea is that if you're further away from the contact angle, you're able to see the enemy faster than they can see you,
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which means you have an objective advantage.
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In truth, angle advantages are a very niche consideration in many cases, and it's nowhere as important as people give it credit for.
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A common mistake I see is that people treat angle advantages like law, and try to be as far as possible when peaking.
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But in reality, the difference is very minor, and instead, it might screw them over instead.
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In fact, in some cases, it's better to get very close to an angle than peak because the relative speed is faster from the enemy's perspective.
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So this is where we return to the tick -tock from the Radiant player.
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Do you know why the advice he gave is incorrect?
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Here's the answer.
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Because keeping your back against a wall breaks the T rule, ruins your movement, and can't overcome angle advantage anyways.
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If we draw a line from the enemy's perspective to the back wall, you might notice that if I were to peek against that wall,
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not only would I be unable to peek at a right angle, but it would also force my movement into peeking diagonally.
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This would 1 ruin my movement input, 2 make it easier for the enemy to hit me due to diagonal movement,
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which means slower horizontal speed, 3 ruin my crosshair placement because I'm peeking diagonally instead of horizontally, and four, still be at an angle disadvantage.
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Instead, you should only factor in angle advantage to the extent that it won't hurt your peak,
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so you'll want to get a little closer and then peak because your movement won't be blocked by the wall.
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And that about wraps up my guide on peaking.
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So what's funny is that even though I spent many hours trying to write this guide
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and make it as informative as possible, there's still many other factors of peaking that I still haven't covered.
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Peaking is super nuanced and has so many factors.
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Let me know if this guide helped and what you think I should do next?
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With that said, take it easy.

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단어 학습나만의 단어장 만들기
단어 게임놀면서 외우기
FOR YOU

추천 영상

이 레슨의 어휘와 말하기 포인트

이 말하기 레슨은 영상 “This is why you suck at Peeking (and how to fix it)”을(를) 바탕으로 합니다. 가장 자주 반복되는 단어는 다음과 같습니다: peek, angle, peeking, rule, player. 이 영상에는 섀도잉할 문장 134개와 단어 2116개가 있습니다. 말하는 구간의 길이는 8:49입니다. 화자는 분당 약 240단어로 빠르게 말하므로 연음과 약하게 발음되는 소리가 많습니다. 단어의 82%가 영어에서 가장 많이 쓰이는 3,000단어에 속합니다. 나머지는 연습 전에 미리 확인해 두세요.

이 영상의 핵심 어휘

영상에 나오는 익혀 둘 만한 단어 15개를 발음, 뜻과 함께 정리했습니다.

단어발음뜻
angle 명사/ˈæŋ.ɡəl/각, 각도
duel 명사/ˈdul/결투
skill 명사/skɪl/기술, 스킬
exception 명사/əkˈsɛpʃən/제외, 례외
swing 동사/ˈswɪŋ/그네뛰다
ruin 명사/ˈɹuː.ɪn/폐허, 유적
bait 명사/beɪt/미끼, 먹이
relative 명사/ˈɹɛl.ə.tɪv/친척
punch 명사/pʌnt͡ʃ/펀치
obstacle 명사/ˈɑbstəkəl/장애, 장애물
thin 형용사/ˈθɪn/가늘다, 얇다
silent 형용사/ˈsaɪ̯lənt/조용하다
explanation 명사/ˌɛkspləˈneɪʃən/설명
solve 동사/sɒlv/해결하다
priority 명사/pɹaɪˈɒɹɪti/우선, 우선권

영상에 나오는 구동사

단어뜻
point out 동사가리키다
wrap up 동사시마이치다

이 영상의 문법

화자가 가장 많이 쓰는 문형을 영상 속 실제 표현과 함께 정리했습니다.

문형영상 속 표현
수동태 be + 과거분사 — 누가 하는지보다 무슨 일이 일어나는지에 초점being spammed · being affected · are based
현재완료 have/has + 과거분사 — 과거의 일이 지금도 관련이 있을 때I've said · has reached · haven't covered
관계절 who / which + 절 — 사람이나 사물에 대한 추가 정보situational, which means · fight, which means · well, which is

주의할 발음

화자는 you're, I'm, don't 같은 축약형과 약화된 형태를 50번 사용합니다. 들리는 대로 짧게 발음하세요.

  • “th” 소리: thin /ˈθɪn/, gather /ˈɡæðɚ/, threshold /ˈθɹɛʃ(h)oʊld/
  • “sh”와 “zh” 소리: exception /əkˈsɛpʃən/, consideration /kənˌsɪd.əˈɹeɪ.ʃən/, explanation /ˌɛkspləˈneɪʃən/, variation /ˌvɛəɹiˈeɪʃn̩/, threshold /ˈθɹɛʃ(h)oʊld/
  • 긴 단어 — 강세 위치에 주의: consideration /kənˌsɪd.əˈɹeɪ.ʃən/, explanation /ˌɛkspləˈneɪʃən/, priority /pɹaɪˈɒɹɪti/, fundamental /ˌfʌn.dəˈmɛn.təl/, mechanical /məˈkænəkəl/

한국어 화자가 어려워하는 소리:

  • /f/ — ㅍ(/p/)으로 바꾸지 말고 윗니를 아랫입술에 대기: fundamental /ˌfʌn.dəˈmɛn.təl/, fist /fɪst/, beforehand /bɪˈfɔɹhænd/, informative /ɪnˈfɔːmətɪv/, foundational /faʊnˈdeɪ.ʃə.nəl/
  • /v/ — ㅂ(/b/)과 구별하기: relative /ˈɹɛl.ə.tɪv/, whichever /wɪt͡ʃˈɛvɚ/, solve /sɒlv/, objective /ɒbˈd͡ʒɛk.tɪv/, overcome /ˌəʊ.vəˈkʌm/
  • /z/ — ㅈ이 아니라 성대를 울리는 /s/: anyways /ˈɛn.iˌweɪz/, wisdom /ˈwɪzdəm/, horizontal /ˌhoɹəˈzɑn.təl/, minimize /ˈmɪn.ɪˌmaɪz/, maximize /ˈmæksəmaɪz/

이 영상으로 연습하는 방법

  1. 먼저 말하지 않고 영상을 끝까지 듣고 모르는 단어를 적어 둡니다.
  2. 0.75배속으로 한 문장씩 섀도잉을 시작하고, 익숙해지면 보통 속도로 돌아갑니다.
  3. 자신의 목소리를 녹음해 원본과 비교하고, angle, duel, skill 같은 단어에 특히 주의합니다.

쉐도잉이란? 영어 실력을 빠르게 키우는 과학적 방법

쉐도잉(Shadowing)은 원래 전문 통역사 훈련을 위해 개발된 언어 학습 기법으로, 다언어 학자인 Dr. Alexander Arguelles에 의해 대중화된 방법입니다. 핵심 원리는 간단하지만 매우 강력합니다: 원어민의 영어를 들으면서 1~2초의 짧은 지연으로 즉시 소리 내어 따라 말하는 것——마치 '그림자(shadow)'처럼 화자를 따라가는 것입니다. 문법 공부나 수동적인 청취와 달리, 쉐도잉은 뇌와 입 근육이 동시에 실시간으로 영어를 처리하고 재현하도록 훈련합니다. 연구에 따르면 이 방법은 발음 정확도, 억양, 리듬, 연음, 청취력, 말하기 유창성을 크게 향상시킵니다. IELTS 스피킹 준비와 자연스러운 영어 소통을 원하는 분들에게 특히 효과적입니다.

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