Learn Footsies to Make Your Ground Game Not Suck


#75

Hmm, one addition I might have added to the rushdown guide balance between difficulty getting in versus willingness to give up momentum. If your character has alot of trouble getting in but can really take the match with one chance, it is more advantageous to bait dp’s/reversals less frequently. Likewise, if your character has little trouble getting in and starting a rushdown, there should be more willingness to play defensive and bait out supers ect.

In your example with the neutral jump, if I was playing thawk in ST and that situation arose, I would likely neutral jump and go for the win, getting in again would be difficult to impossible. If I was playing chun li, I would play more conservative and block, pressuring with my gameplan would be very feasible to reestablish later in the game.

Perhaps that was out of the scope of the article, or it was painfully obvoius to any veteran player, even subconscious at this point, but I do feel alot of newer players might apply the advice too broadly.


#76

anyone have notable matchups with ugly, awkward moments? chun vs blanka can get brutally indecisive when i play lol

blanka doesn’t want to do anything frame disadvantaged and i don’t want to walk into a blanka ball or river run. i dont want to throw fireball so he can ex ball through it. i want to bait a jump but he doesn’t do anything and i got nothin cuz he’s still on downback. i block a blanka ball but fail a frame perfect punish etc etc


#77

blocking river runs and balls is actually A LOT easier offline and chun’s fb recovers pretty fast, blanka shouldn’t be able to hit you much with ex ball unless you get predictable. He has to anticipate it to punish, just vary your patterns.


#78

Hey guys!

I don’t know where to ask this to get a answer, so I’ll ask here…
Where can I find a plinking thread??
Thanks in advanced!


#79

Right here.


#80

Maj? You okay with me translating the article into german?


#81

Thanks!


#82

The momentum one? Sure, i guess.

Send me a link when you’re done, yeah? And if you don’t mind, email me the final draft too please.


#83

No, I meant the Footsie handbook.

EDIT: Just did a sample of chapter 1. If there’s anything wrong with it, let me know and I’ll change it right away. Translation is currently stalled, in case you don’t want that series to be translated.

http://forum.hardedge.org/fighting-games/general-fighting-game-discussion/p197823-bersetzung-des-footsiehandbooks-von-maj-ja-oder-nein/#post197823


#84

Oh okay, yeah sure go ahead. Thanks for clearing it with me first.

I can’t really double-check your work because SF slang is murder on online translators but i trust you.


#85

Great, thanks! I’ll give you the credit you deserve. I hope more and more people around the world get to read your works. The only reason I’m doing this anyway is because your stuff inspires me a lot.
I’ll be sure to send you an email once its done.


#86

Thought i’d take a shot at writing an article about performing in the clutch, but it’s more of a mentality thing than anything else. Obviously every character has a different objective they’re trying to achieve on the path to victory, so it’s difficult to talk about this in practical terms. Nevertheless, i think every player learns to be clutch the same way - by testing their boundaries in those kinds of situations.

Can You Play Without Taking Damage?

It’s also tricky because i think everyone knows what they’re supposed to do and how they’re supposed to approach the situation, but turning applying those principles is the tricky part. I really think “tricky” is the right word because playing in the clutch isn’t “difficult” once you know how it feels. Some people truly enjoy living in those moments and it’s not that hard to stay focused if you’re not dreading it or trying to escape the pressure.

Anyway, i’ll try to write about something more concrete next Saturday.


#87

One factor I don’t think you covered. An earlier post mentioned expected value (not by you) vs variance.

I’m going to mention what I call “Effective value”

A blocked fireball- when at full health, the value of that blocked fireball isn’t necessarily very high (talking about the damage here, not any positional play)

When the opponent has two pixels of life, that blocked fireball is effectively a half damage move. You can adjust your play if the opponent is low on life, a blocked fireball can be as effective, and hella less risky, then a combo.

A second point- team games. In KOF98, my strategy would change heavily based on the round and situation.

Rules: You gain life back after every life, that life is based on the timer. If I was behind, my goal was to win the round without taking damage, and if I would, to win it is quick as possible. I know if I finished it quick, I’d get about 20% life back, so I’d take a few risks at the start of the round, if the opponent didn’t have meter. At the ends of rounds, I’d play it real safe, as I’m not going to get much life back, and a win by time out and a win by life was the same- so taking away the opponent’s lifebar was not a priority, avoiding getting hit was.

Conversely, if I was ahead, my goal was to avoid lifebar loss, and extend the round. If I won, I was up 2 characters to 0, and round 3 my goal would be to take life off again. If I lose, I take life off, and I can make the guy come to me round 3, and I knew my rushdown sucked compared to my turtling, so I wanted to turtle. KOF98 in that regard was really turtle friendly, though it was easy to bust mediocre turtles.

Last characters, the goal was to take out their character. I would also burn meter freely to take out a character easily at anytime, because ultimately, a character’s damage potential is infinite, until they are dead. Your goal is to reduce that probability to 0. Meter is great for comeback, in KOF- meter (in the form of CD counters) is great for stopping comebacks as well.

That’s an example of how effective value of damage can change during a match- it’s an extreme case, and doesn’t really apply to Street Fighter- but it would apply to team games such as CvS2- to a much lesser degree.

One problem was this was such a boring way of playing, that the local community gave up on the game quickly.


#88

Well, specifics change based on how the game handles super meter and round format vs team format, but the point of the article remains the same. Either way you can get something done by staying alive and the ability to be productive in that situation goes back to mental clarity.

In CvS2, even if you have no life whatsoever, you can still build meter and run down the clock as much as possible to reduce the amount of vitality they regain in the next round. Plus you can always force them to use meter to kill you.

Or you can throw caution to the wind and try to make a comeback. Obviously that’s not the safest gameplan but anything’s better than getting scared and throwing away the round.


#89

Great articles. Just wanna suggest you edit the OP with all the links, it’d be helpful.


#90

Another Saturday, another strategy article on Sonic Hurricane. This time i wanted to tackle certain players over-reliance on frame data.

Avoiding the Frame Data Trap

I really think a lot of people give frame data too much clout over their gameplay decisions when we all know how misleading it can be. There are countless examples of frame data essentially lying about which move is best poke, or the best punisher, or the safest panic button. There are simply too many hitbox-related properties not covered by frame data.

Anyway, check out the article and let me know what you think.

Hm, i don’t know if this thread gets enough posts to make that worthwhile. Plus you can just go on Sonic Hurricane and click the Strategy category link on the right to see all the strategy articles in reverse chronological order.

I don’t know, i added a link to the Footsies Handbook index because that’s what most people seem to like the most, but other than that i think the first post would end up getting too bloated too. But if a couple more people ask for me to update the front page, i’ll think about it.


#91

An irrelevent footsies question:

Initially I brushed off Chapter 8 (on hopkicks) because I thought to myself, “I’m not Vega or Guile, so why should I give a fuck?” But then I started conceptualizing Bison’s short scissors as a hopkick. I suppose SK’s differ from the typical hopkick, mostly based on the fact that scissors aren’t a normal. But, like hopkicks, scissors are also temporarily airborne attacks that go over low pokes – for the knockdown, no less! I’ve recently had quite a bit of footsies success through baiting low attacks and punishing with scissors, which (as far as I understand) mirrors the way in which hopkicks are put to use.

Do you guys think that SK can properly be considered a hopkick? Or is there something that differentiates scissors from ‘true’ hopkicks?


#92

Nah that’s definitely legit. That’s part of what made him so good in Champion Edition. Imagine being able to start a blockstun lockdown off one of those. When Bison’s Scissor Kick is good, it’s very difficult to play footsies against him at midrange.

The only thing you have to be careful of is making sure you don’t charge too much. Bison is an offensive character with good walk speed and great pokes, so it’s kind counterproductive to fall into Guile’s “always be charging” mentality.


#93

A few people have been asking me to write an article about rushdown, so here it is:

Effective Rushdown Methodology

Most of it’s common sense, but what can you say about rushdown that isn’t? A lot of it comes down to pure execution and doing your homework. Much of the concrete fundamentals of offense go back to mastering footsies, which i’ve already discussed at length so there wasn’t much else to talk about. Anyhow, check it out and let me know what you think.


#94

Sorry that i keep writing about rushdown but i can’t help my SoCal roots! A couple of people have asked me to write an article from the opposite perspective, so i decided to give it a shot. This is basically my take on the general approach that turtle and runaway players should adopt, at least in the beginning:

Proper Turtling Philosophy

I know there’s less written about defensive play than offensive play, so hopefully this article will be useful to players with defensive inclinations. There’s nothing wrong with either play style, so i think it’s just a matter of figuring out which one best suits your individual abilities.