跟读练习: This is why you suck at Peeking (and how to fix it). - 通过视频学习英语口语
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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.
FOR YOU
推荐视频
本课的词汇与口语要点
这节口语课以视频“This is why you suck at Peeking (and how to fix it)”为素材。 视频中反复出现的词有:peek, angle, peeking, rule, player。 这段视频共有 134 个句子、2116 个单词可供跟读。 讲话部分时长为 8:49。 说话人语速较快,每分钟约 240 个词,会出现较多连读和弱读。 82% 的单词属于英语最常用的 3,000 词,其余的词建议在练习前先学一下。
视频中的重点词汇
视频中 15 个值得学习的单词,附发音和释义:
| 单词 | 发音 | 释义 |
|---|---|---|
| peek 动词 | /piːk/ | 窺視 /窥视, 偷看 |
| angle 名词 | /ˈæŋ.ɡəl/ | 角, 角度 |
| insight 名词 | /ˈɪnsaɪ̯t/ | 見地 /见地 |
| placement 名词 | /ˈpleɪ̯smənt/ | 放置, 安置 |
| duel 名词 | /ˈdul/ | 決鬥 /决斗 |
| skill 名词 | /skɪl/ | 技巧, 技能 |
| exception 名词 | /əkˈsɛpʃən/ | 排除 |
| swing 动词 | /ˈswɪŋ/ | 擺動 /摆动, 搖擺 /摇摆 |
| ruin 名词 | /ˈɹuː.ɪn/ | 遺址 /遗址, 廢墟 /废墟 |
| bait 名词 | /beɪt/ | 誘餌 /诱饵, 魚餌 /鱼饵 |
| isolate 动词 | /ˈaɪ.sə.leɪt/ | 孤立 |
| relative 名词 | /ˈɹɛl.ə.tɪv/ | 親戚 /亲戚 |
| punch 名词 | /pʌnt͡ʃ/ | 拳打, 拳 |
| obstacle 名词 | /ˈɑbstəkəl/ | 障礙 /障碍, 妨礙 /妨碍 |
| extent 名词 | /ɪkˈstɛnt/ | 範圍 /范围 |
视频中出现的短语动词
| 单词 | 释义 |
|---|---|
| run away 动词 | 逃跑 |
| break down 动词 | 壞了 /坏了, 出故障 |
| come up with 动词 | 想出, 提出 |
| end up 动词 | 到达 |
| find out 动词 | 找出, 查明 |
| point out 动词 | 指, 指出 |
视频中的语法
说话人最常用的结构,并附上视频中的原话:
| 结构 | 视频中的用法 |
|---|---|
| 被动语态 be + 过去分词 — 强调发生了什么,而不是谁做的 | being spammed · being affected · are based |
| 现在完成时 have/has + 过去分词 — 过去发生但与现在仍有关联的事 | I've said · has reached · haven't covered |
| 定语从句 who / which + 从句 — 补充说明人或事物 | situational, which means · fight, which means · well, which is |
需要注意的发音
说话人用了 50 次缩略和弱读形式,例如 you're, I'm, don't。请按听到的简短形式来说。
- “th” 音: thin /ˈθɪn/, gather /ˈɡæðɚ/, threshold /ˈθɹɛʃ(h)oʊld/
- “sh” 和 “zh” 音: exception /əkˈsɛpʃən/, consideration /kənˌsɪd.əˈɹeɪ.ʃən/, explanation /ˌɛkspləˈneɪʃən/, variation /ˌvɛəɹiˈeɪʃn̩/, threshold /ˈθɹɛʃ(h)oʊld/
- 长单词——注意重音位置: consideration /kənˌsɪd.əˈɹeɪ.ʃən/, explanation /ˌɛkspləˈneɪʃən/, priority /pɹaɪˈɒɹɪti/, fundamental /ˌfʌn.dəˈmɛn.təl/, mechanical /məˈkænəkəl/
中文母语者容易读错的音:
- /v/ — 不要读成 /w/,上齿轻触下唇: relative /ˈɹɛl.ə.tɪv/, whichever /wɪt͡ʃˈɛvɚ/, solve /sɒlv/, objective /ɒbˈd͡ʒɛk.tɪv/, overcome /ˌəʊ.vəˈkʌm/
- 词尾辅音 — 要读清楚,后面不要加元音: peek /piːk/, insight /ˈɪnsaɪ̯t/, placement /ˈpleɪ̯smənt/, bait /beɪt/, isolate /ˈaɪ.sə.leɪt/
- /r/ 和 /l/ 的区别: relative /ˈɹɛl.ə.tɪv/, threshold /ˈθɹɛʃ(h)oʊld/, horizontal /ˌhoɹəˈzɑn.təl/, explanatory /ɪkˈsplæn.ə.t(ɔː.)ɹi/, perpendicular /ˌpɜː.pənˈdɪk.jə.lə(ɹ)/
如何用这段视频练习
- 先完整听一遍视频,不要开口,记下不认识的单词。
- 先用 0.75 倍速逐句跟读,熟练之后再回到正常速度。
- 录下自己的声音并与原声对比,特别注意 peek, angle, insight 这类单词。
什么是跟读法?
跟读法 (Shadowing) 是一种有科学依据的语言学习技巧,最初开发用于专业口译员的培训,并由多语言者Alexander Arguelles博士普及。这个方法简单而强大:您在听英语母语原声的同时立即大声重复——就像是一个延迟1-2秒紧跟说话者的影子。与被动听力或语法练习不同,跟读法强迫您的大脑和口腔肌肉同时处理并模仿真实的讲话模式。研究表明它能显着提高发音准确性,语调,节奏,连读,听力理解和口语流利度——使其成为雅思口语备考和真实英语交流最有效的方法之一。












